+56
Favorite this Deck

Zoo (All Basic Cards)

  • Last updated Aug 3, 2016 (Old Gods)
  • Edit
  • |

Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 0
  • Dust Needed: Loading Collection
  • Created: 7/8/2016 (Old Gods)
View Similar Decks View in Deck Builder
  • Battle Tag:

    GamingSmokey#1988

  • Region:

    US

  • Total Deck Rating

    95

View 3 other Decks by GamingSmokey
BBCode:
Export to

Update - **Part 2 Deck and Guide** added. Once you have added the Tier 1 & Tier 2 cards to this deck you can use this deck to push Legend rank.

If you like the guide check out my website BetTheValue.com

Update - Cut 2x Voodoo Doctor for 1x Chillwind Yeti and 1x Boulderfist Ogre. The Yeti and Ogre are cards which have so much more equity than the Voodoo Doctor. Even though the base of this deck is to flood the board with cheap troops the Yeti and Ogre give such great value for their cost and provide u a chance to win the late game.

Intro; This is a Zoo deck made with all basic cards. This is a good start to learning the Zoo deck archetype. The Zoo deck is great because it is one of the best ways to make Legend rank as a Free To Play Hearthstone player who doesn't have a ton of great cards in their collection.

Guide: The Power of this deck is in the hero ability lifetap. Your goal is to make efficient trades and overwhelm your opponent by having more cards than they do. You don't want to lifetap on turn 2. You first want to establish a stronger board of minions than your opponent. If you can kill his minions while keeping yours alive go for the minion. If you think your opponent will attack your minion let him do the trading and hit your opponent's face. If you can trade one if ur weaker minions to kill their minion you should.

An example would be if you have a 3/2 Bloodfen Raptor with Mortal Coil in your hand. Your opponent in a Shaman who annoyingly played a Totem Golem for his turn 2. You can hit his 4 health minion with ur raptor and then kill it with a mortal coil. Elven Archer also works in the same way to make trades. You use the one damage battlecry to finish off the Totem Golem  Now you have traded ur weaker minion for his stronger minion and drawn a ard. Once you add teir 1 cards in the deck you will have more ways to trade. 

When the game starts one of two tohings happen. You go first or you go second and get the coin. Whether you go first or second will slightly affect which cards you  want to mulligan. The problem with this basic deck is cards like Elven Archer, Abusive Sergeant(Once you add this replacement it will create some question on turn 1), and Voodoo Doctor may not realize their full value if you play them on turn 1.

If you have the coin in hand I think you can keep Elven Archer because you can use that 1 damage battle cry vs what they play on turn 1. However if you go first it can be okay you send back Elven Archer hoping for a Goldshire Footman or Voidwalker.

Its is generally always good to have three 1 mana cost minions In your hand. Then you can play three minions by turn 2. That is always a good result.

One Turn 1 with the coin having a combination of Flame Imp & Voidwalker is a premium play. You can use the coin to get both the minions on the board and the taunt of the Voidwalker protects your Flame Imp

On Turn 1 without the coin you generally want these 1 drop cards. 1) Flame Imp 2. Argent Squire 3.Voidwalker, 4.Goldshire Footman 5.Possessed Villager  6.Elven Archer 7. Abusive Sergeant8. Voodoo Doctor

Throw away Mortal Coil unless you already have two other 1 mana cost minions in your hand.

Never keep Soulfire

**Note if you already have a minion to play on turn one then Abusive Sergeant and Voodoo Doctor become premium and you should keep them as well. These are great cards to get value from their battle cry on turn 2 especially if you can also play a 3rd 1 mana cost card.

A great turn 1 hand is this combo Voidwalker Voodoo Doctor Mortal Coil or Elven Archer.

If you go first and have only a Voodoo Doctor you should still play it even though you won't be able to utilize the healing effect. The same goes with Abusive Sergeant once you add it. Obviously you would rather have a higher tier 1 drop to play, so that's why I recommend sending these cards back into the deck if you don't have an alternative play on turn 1. If one of these two cards ends up being your only option on turn #1 you should play it despite losing some value. The reason is that with the Zoo deck your goal is to flood the board with minions and make efficient trade. Getting minions on the board is a good start to this.

Another mistake that players make is to keep a premium 2 drop card like Acidic Swamp Ooze or Dark Peddler without having a premium card to play on turn 1. You do not want to sacrifice a strong turn 1 for a premium turn 2.

Cards Worth Crafting To Improve Deck

The followings are great cards to bring into the deck once you get the crafting dust to create them separated by tier. If you get any of these in a card pack do not disenchant. You should be looking to dust cards in order to craft Tier 1 cards. Then this deck really shines. I made legend for the first time ever playing only Zoo. Once you have crafted all the tier 1 and tier 2 cards move on to Part 2 of this guide to push for Legend rank yourself.
 
Tier 1 (essential) - These cards are essential to a perfect Zoo Deck you want 2 copies of each
(1) Power Overwhelming(Synergy with any charge minion for lethal also makes for great trades)
(2) Defender of Argus - (a win condition) synergy with Argent Squire and basically every other minion
(3) Dire Wolf Alpha Allows you to make profitable trades
(4) Abusive Sergeant(allows you to make profitable trades)
(5) Flame Imp- Best play on turn 1
** (6) Dark Peddler (Warlock Class Challenge from Wing 2 League of Explorers) - Generally best play on turn 2. This card helps you achieve the goal of Zoo. Having more cards and more options than your opponent.
** (7) Imp Gang Boss (Wing 2 Blackrock Mountain) - Generally Best play on turn 3. Sticky minion. Synergy with Knife Juggler Darkshire Councilman Of the two adventure cards this is slightly the better one 
(8)  Darkshire Councilman (Your strongest minion) - Great card to play on turn 3 with the 1/5 stats. Synergy with all minions , and Forbidden Ritual
 
Tier 2 (Very Good)
(2) Dark Iron Dwarf - Only Run 1 of these in your deck. This minion has great board pretense with the 4/4 stats. Also the +2 damage makes for profitable trades and possibly can give you what you need for lethal. 
(3) Possessed Villager - 1 drop that has synergy with Darkshire Councilman and Knife Juggler
(4) Argent Squire - good one drop that people have trouble removing. This has amazing synergy with Defender of Argus. Good synergy with Abusive Sergeant
(5) Knife Juggler - If you plan on unlocking the adventures you do not need to craft this guy as he is a slow play. Synergy with all minions and Forbidden Ritual. Make sure you get two knife throws out of each juggler before letting them die.
(6) Flame Juggler - Great play on turn 2. Great gamble play if you are behind in a game and need a miracle. Has better stats than Knife Juggler and the damage is guaranteed. That makes the Flame Juggler a faster card and great for quick kill decks. 
 
Tier 3 (Good) - These are cards that are often mixed in with zoo decks. Don't dust these if you get them in a pack.
(1) Doomguard - Overpowered if you can play this without discarding your cards
(2) Crazed Alchemist - The Alchemist can be very useful to kill Doomsayer, Mana Tide Totem , & Flametongue Totem. Also has synergy with Dire Wolf Alpha, Abusive Sergeant, & Dark Iron Dwarf The way to realize this synergy is that damage buffs become permeant health.
 
For example; You have a 1/3 Voidwalker and 3 mana. You can use Abusive Sergeant to give this Voidwalker +2 attacking making it 3/3 this turn. Then you use Crazed Alchemist to swap health and damage. Now your Voidwalker is permanently a 3/3.
 
Example 2 You have a Dire Wolf Alpha making your Flame Imp a 4/2. You can use Crazed Alchemist to make the Flame Imp a 2/4 then the Dire Wolf Alpha will give this new 2/4 troop+1 attack and you effectively have a 3/4 Flame Imp
(3) Gormok the Impaler - Staple of many zoo decks
(4) Sea Giant - Very strong minion that is easy to play with zoo style of get minions on board
(6) Argent Horserider - Charge and divine shield what's not to love.
(7)Bilefin Tidehunter has great synergy with Knife Juggler & Darkshire Councilman plus you get a taunt on the board. 
If you liked the guide check out my website BetTheValue.com 
F.A.Q - Okay we got some dust and crafted all the tier 1 cards what do we replace?
 I am going to assume we have crafted all the tier 1 cards except the ones from the adventures. We have added 10 new cards to our deck; 2x Power Overwhelming , 2x Defender of Argus , 2x Dire Wolf Alpha . 2x Abusive Sergeant , and 2x Flame Imp.
We are going to adjust our deck to hold fifteen 1 cost cards now. These are the 10 cards we cut from the deck. 1x Soulfire 2x Voodoo Doctor 2x River Crocolisk 2x Gnomish Inventor 2x Bloodfen Raptor 1x Razorfen Hunter