Zoo (All Basic Cards)
- Last updated Aug 3, 2016 (Old Gods)
- Edit
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Wild
- 26 Minions
- 4 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 0
- Dust Needed: Loading Collection
- Created: 7/8/2016 (Old Gods)
- GamingSmokey
- Registered User
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- 3
- 17
- 21
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Battle Tag:
GamingSmokey#1988
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Region:
US
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Total Deck Rating
95
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
I have a few of the tier 1 cards. should I wait until I have all of them to start replacing cards in this basic deck? and which cards should I be replacing? just looking for clarification. otherwise, this deck and guide are very good
Hi, first of all this is a great deck and a really good guide (and I looked at a lot of guides in the last couple of days). If it's not too much trouble I could use some help, though: I have barely enough dust to craft the Tier 1 cars (sadly lacking both Defenders and one of each other recommendations). On the other hand I have all cards from LoE, Kara and BrM. Do you have any recommendations on how to beef up the basic deck with the Adventure Cards? That would really help, thank you.
very good deck winrate up to 70%
Thank you SO MUCH for this deck and guide. My friend is literally like 4-days-new to Hearthstone and this deck and guide are a godsend. You rock OP!
Thanks for the feedback. I am working on that list right now
http://www.hearthpwn.com/decks/590359-zoo-part-2
I made a part 2 deck guide that should help
Thanks for the deck. I play for free so this is helpful
hey I'm new to zoo decks and am beginning to make the reccomended upgrades to this deck and was wondering how many copies of each tier you would recommend and a general idea of which cards from the basic deck are replaceable. Thanks
Will do. Here is a quick rundown. Keep two copies of Mortal Coil and Voidwalker in your deck always. It is okay to drop one Soulfire, but you want to keep 1. You are going to want two copies of all the tier 1 and tier 2 cards.
When adding power overwhelming I would drop 1 soulfire and 1 wolf rider
When you get flame imp, argent squire, or abusive sergeant replace your 1 drops in this order 1)Voodoo Doc 2)Elven Archer 3)Goldshire Footman
With Dire Wolf Alpha replace River Crocolisk
In general you can mess around until you find a good setup for you. I will add a list of first cards out of the deck in the guide. For now here are some of the most powerful basic cards you want to keep in the deck until you have crafted a bunch of replacement cards. (generally these will just be the cards which have the best stats at their mana cost)
Keep; Acidic Swamp Ooze, Senjin Shieldmaster, Shattered Sun Cleric, Gnomish Inventor, Dragonling Mechanic
thanks a bunch
I added to the guide the 10 cards to drop from the deck after adding all the tier 1 cards that are craftable. Thanks for the suggestion.
Could you do something similar to the tier 2 list as well?
It is in the works. For now I can go ahead and tell you that you should add Doomguard it will be moving up to a tier 2 card. I am also working on a deck with all tier 1 and tier 2 cards that is strong enough to push legend that will include Doomguard. In todays meta the current Zoolock that I hit legend with is stagnating at rank 5 due to the infestation of the Dragon Warrior
Good points. I will add both of these thank you.
Which would you craft first, Dire Wolf Alpha or Flame Imp?
Dire wolf alpha should be the first card you craft. You can use the dire wolf alpha to make all sorts of profitable trades. Flame imp is a great play on turn one, but the Dire wolf will improve he deck more. When adding two wolves I would replace one Gnomish Inventor and one Voodoo Doctor.