+46
Favorite this Deck

[S27 Legend] Wild Zoolock

  • Last updated Aug 26, 2016 (Karazhan)
  • Edit
  • |

Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Zoolock
  • Crafting Cost: 3080
  • Dust Needed: Loading Collection
  • Created: 6/26/2016 (Old Gods)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    1731

View 9 other Decks by Toymachine
BBCode:
Export to

Hello guys,

After reaching Legend this season in Standard I decided to play Wild a bit to see how it is. I didn't wanna ruin Standard rank since I am kind of inexperienced with Zoo and I wanted to get golden Warlock. I got bored with Dragon Warrior in Standard and Casual is never the option for me. Wild mode is very sh*tty in my opinion tho, full of OP cards like Mad Scientist and Dr. Boom and the meta is not so nice, but nevertheless that was the only way to have some competitive play and get wins for golden Warlock since Casual is meaningless to me, too easy, not fun, and no golden portraits. Well, I hit Legend with it so why not share the list and make some sort of a short guide and what cards I left in mulligan phase. 

 

Why Zoolock?

In Wild mode Zoolock is really strong deck thanks to Nerubian Egg that has insanely high value as well as very good removal Imp-Losion. It is also pretty good in Standard but in Wild it's basically on steroids in a meta more suited for it, so either ways it's really good in Wild. In Standard there are tons of Warriors and those 2 cards I mentioned above are rotated out, but in Wild I think it's the best deck next to Control Priest.

 

Game plan

Game plan is pretty simple, early control of the board before snowballing opponent's face. It's a very aggressive deck but it's not a face deck! It requires board control much more often than face. The face comes once you have the control of the board and usually the game is finished with Leeroy + one or more Power Overwhelming/Soulfire. Some tips that came to mind about some things I saw people make mistakes with (many sound stupid and obvious but it's easy to make such small mistakes that can cost you the game). I will be updating these "tips" as they come to mind:

  • Be sure to use Sea Giant "smart" - for example if you have 1 mana minion in hand you can play it before Sea Giant cos Sea Giant's cost will get reduced by that 1 mana, so it's basically a free 1 drop.
  • Try to use Soulfire last as lethal so you don't mistakenly discard something from your hand if you don't have to. Only when it's absolute value and necessary use it as removal.
  • Never use Imp-losion on 4 hp minion with yolo face. Try to use it on 2-3 hp minions and even then try to use it smart, when Juggler or Councilman are on the field.
  • Try to think well about Dire Wolf Alpha. I made many times mistakes so 1 or more dmg got wasted. Be sure to place it smart on your board, and then keep placing other minions depending on where the Wolf is, cos if played well Wolf can be very good value. So for example put it next to Taunt minion cos opponent will be forced to attack that Taunt minion, why not give it bonus attack. I saw people having some non taunt minion between Wolf and say Voidwalker, which is wrong. 
  • Try not to pop Nerubian Egg unless it's absolutely necessary. Use it as your shield vs AoE or vs random damage from Flamewaker, Missiles or Jugglers. For example it's not correct to pop egg intentionally vs Paladin cos he keeps Consecration. So use Egg smart as shield vs AoE. It's also good that you buff it with Defender of Argus and then again force your opponent to be the one to pop the egg (so you can attack with it next turn).  

 

Mulligan

Without coin:

  • Flame Imp - Keep always unless you are vs Hunter and have Voidwalker already
  • Possessed Villager - Keep always unless you already have other 1 or/and 2 drop
  • Voidwalker - Keep always unless you have Flame Imp already
  • Dark Peddler - Keep if you have one of the 1 mana cards above
  • Dire Wolf Alpha - Keep if you have Void Walker or Possessed Villager already
  • Knife Juggler - Keep if it you have other 1 drop, especially Possessed Villager
  • Nerubian Egg - Keep if if you have turn 1 already
  • Darkshire Councilman - Keep only if you have both 1 and 2 drops in the hand
  • Imp Gang Boss - Keep only if you have both 1 and 2 drops in the hand

With coin:

 

Replacements

Coming soon...

 

Good luck and let their soul suffer!