Starter Zoo Warlock

Last updated 4 years, 7 months ago by
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Deck Overview

Just like with most zoo warlock decks so far, this archtype aims to go wide on the board, to establish control over it through the usage of making efficient trades and to overwhelm the opponent from that moment on.

The specifics in this list lie in the different tactics, which a player can utilize during a match. The strong self-hurting package, which consists of Flame Imp, Spirit Bomb, Neferset Thrasher and Diseased Vulture, allows the player to produce a massive amount of well-statted threats in the first few turns and to answer the opponent's ones for cheap, while also making Nethersoul Buster huge. In addition to those cards, the deck runs the famous Magic Carpet, which further improves our early- and mid-game gameplan. Thanks to the rush and the 1 Attack buff on our minions, we can make favourable trades and regain board control. All of those things combined would lead to the player going wide on the board, when stuff like Frostwolf Warlord and Grim Rally kick in.

Due to the various cheap inclusions, the deck aims to finish the game relatively fast.


Mulligan Strategy

In order to have a very smooth gameplan, I recommend mulliganing like so:


Matchups

Against aggro. Being ahead on tempo is the most crucial strategy here. Play the game of trades, so you win and not die. Hench-Clan Hogsteed and Magic Carpet are the MVPs here. In order to make efficient trades, try to kill 2 things with a single minion and to place your injured ones behind a taunt (Voidwalker, Titanic Lackey). Annoying threats like Underbelly Angler can be easily dealt with, if you cast Spirit Bomb on them and follow up with a Nethersoul Buster on the same turn. Use Spellbreaker, in order to deal with the opponent's taunts, magnetized mechs and buffed minions.


Against control. Against this particular play-style it's very important to apply as much pressure as possible early on, so that the opponent doesn't manage to overcome it. At the same time, play around certain board clears (Brawl, Warpath) by not commiting too many threats on the board. In this particular MU the minions from the self-hurting package in combination with a big Frostwolf Warlord will be the MVPs. Use them wisely.


Against combo. The things, which I said above, are valid here as well. Find Spellbreaker against taunts and Doomsayers and apply as much pressure as possible.


Improving the Deck - Card Swaps

I strongly recommend running Crystallizer instead of Witchwood Imp. It's going to improve the self-hurting package A LOT.

Another thing I have noticed, while I was playing this deck, is that it could benefit from a late-game pressure. Right now, the longer the game progresses, the lesser our chances become to bypass the opponent's barricade and inflict the last bit of damage onto their faces and win the game. That's why I recommend adding Dark Pharaoh Tekahn, an EVIL Cable Rat and two EVIL Recruiters, in order to benefit better from our lackeys. I would cut the Frostwolf Warlords, a Grim Rally and SN1P-SN4P in favour for them.

Speaking of SN1P-SN4P, I would like to say something very quick about this mech  - even though this is a legendary, I consider it being part of this starter zoo deck, because most people received a free golden copy of it during the Rise of the Mech event (between 3. June - 1. July, 2019). If by chance a new or a returning player reads this deck guide and doesn't have this legendary, then I would recommend replacing it with Duskbat, since it fulfils a similar role and can synergize nicely with the whole self-hurting package.

More burst, better chances in closing out the game. If you, fellow user, have enough dust for a legendary, but don't want to invest it on a class specific one, then have no fear. Leeroy Jenkins is an excellent addition in this deck.

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