Legend Aggro Zoo with Video
- Last updated Aug 8, 2016 (Old Gods)
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Wild
- 28 Minions
- 2 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Discardlock
- Crafting Cost: 1260
- Dust Needed: Loading Collection
- Created: 7/24/2016 (Old Gods)
- tomwaitforitmy
- Registered User
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- 9
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- 42
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Battle Tag:
TomForAuir
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Region:
EU
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Total Deck Rating
985
More likes make me finish the guide faster ;)
Game play videos with comments
Introduction
The deck is highly inspired by Cursed's Aggro Zoo which can be found here.
As usually, I was looking for an aggressive deck to climb and Cursed's Zoo was interesting, so I gave it a try.
Proof
Stats
Started playing the deck from rank 6 on. First the original variant, than I removed the Wrathguards and the Young Priestess. Here are the stats:
Strategy
Board control is everything with this deck, since your buffs are useless once you have no minion that can attack. It runs the chargers also for that reason and to finish the opponent. It applies a strong amount of pressure and is able to finish the game often around turns 5-8 with lots of chargers and direct damage from Soulfire.
How to play the deck?
With this deck you want to fill your board with as many tokens as possible. Avoid early tapping to increase the power of your Soulfire and your Doomguard. Often times it is better to play a 1 or 2 drop and waste some mana instead of tapping. The deck is super strong and consistent in top deck mode! If your last card is Soulfire consider playing it before tapping. Lance Carrier wants to be used on the divine shield minions, as most opponents have trouble dealing with that now. You trade usually when the trade is good for you or when the opponent has a priority target out such as Flamewaker or Knife Juggler.
Card overview
- Possessed Villager – Zoo needs board presence to make all like Abusive Sergeant or Defender of Argus work. This card gives you the board presence! Start with this against Warrior to avoid Blood To Ichor.
- Argent Squire – Another card for board presence. Weak to Blood To Ichor, but strong with Lance Carrier since the Buff sticks after the first trade.
- Voidwalker – Even more board presence. Ok to block weapons like Fiery War Axe, Eaglehorn Bow or just the Wicked Knife. Also good against 1-1s and 2-1s.
- Flame Imp – One of the best one drops! Don’t start with this against Warrior going second if they hold many cards and you have other options. Ideally, you want this card to deal 6 damage and do a trade. Beware of the anti-synergy with Brann Bronzebeard! Sometimes you want to discard this with Soulfire or Doomguard.
- Abusive Sergeant – Awesome value for a 1 mana card, if you have anything on the board. I usually never play this on turn 1 unless the mirror match up and I have no alternatives. Also great with all your Divine Shields.
- Soulfire – Strong removal in the current meta. Having a minion on the board is much harder to achieve and discarding a card not always a big deal (and your hand can be empty!). Also a nice finisher since it ignores Taunt. After playing this deck for a while I seriously consider Power Overwhelming much weaker, since tokens are very hard to get with all the Whirlwind effects out there.
- Crazed Alchemist – Super valuable in the current meta to neutralize cards like Doomsayer, Bloodhoof Brave, Ancient of War, Twilight Guardian or even Mana Wyrm, Tunnel Trogg or any Totem. Also has a minor synergy with Dire Wolf Alpha (buffs your minions next to the Wolf with +1 HP permanently) and Abusive Sergeant (gives permanently +2 HP).
- Dark Peddler – Very powerful Warlock card, because 1 mana cards like Mortal Coil, Voidwalker, Flame Imp, Power Overwhelming or Soulfire are very strong in this deck. Occasionally it will give you a Bloodsail Corsair against an equipped weapon. Has synergy with Brann Bronzebeard.
- Dire Wolf Alpha – Very nice card with all your tokens and divine shields. Usually you want to use it with a board. Make sure to position it right to your Imp Gang Boss.
- Lance Carrier – Looks weak from the outside, but when you play this deck you will see how strong he is with all your divine shields. Also the 1-2 stats are actually very nice in the Whirlwind meta. This token is surprisingly strong.
- Argent Horserider – Nice aggressive card especially with Lance Carrier and Abusive Sergeant. Usually you want to avoid to play this card on turn 3 if you have other cards to play and you are not clearing anything valuable. Tip: Consider keeping the divine shield over a 1-1 or 2-1 if your opponent plays AoE damage.
- Brann Bronzebeard – The card looks weak, because it has anti synergy with Flame Imp and Doomguard, but the case with Doomguard never matters. Brann almost instantly wins games together with Defender of Argus. Also strong with Lance Carrier and Abusive Sergeant.
- Imp Gang Boss – Warlocks arguably best 3 drop. Often times generates you 2 tokens or more. Perfect target for Defender of Argus and strong with Dire Wolf Alpha.
- Defender of Argus – A main reason why Zoo exists. This card is 4-5 of stats with 2x taunt and 2-2 value of charge if you have enough tokens that can attack! Insane with Brann Bronzebeard!
- Doomguard – Insane top deck card in this deck. Good target for Defender of Argus and perfect finisher. Sometimes you want to discard an unplayable Flame Imp. If you draw both them you can’t play both, but that’s rare and you still often win anyways. The only thing that usually kills you is drawing 2x Soulfire and 2x Doomguard happening one out of 100 games.
- Argent Commander – Before playing this deck I was always wondering why not Leeroy Jenkins, but the answer is very simple. The latter has anti synergy with Doomguard, because it’s often times another unplayable card. Argent Commander on the other hand is always playable and very hard to remove due to the divine shield. Currently, he is also a bit weak to Brawl. It also has great targets to trade into like Tomb Pillager or Azure Drake.
FAQ
Why 2x Soulfire and 2x Doomguard?
Before trying this deck I was super skeptical if that combo would work. I had made bad experiences with so many discard cards in the past. It is true that sometimes your draw 2x Doomguard and 2x Soulfire and than you usually lose. But this scenario is super rare, since you keep usually none of these cards in the Mulligan. With the high amount of 1 drops the deck is running it is very easy to empty your hand and avoid discarding cards completely! That is the regular case if you play it right. So you gain a ton of benefit from Doomguard and Soulfire. Effectively you play often a 5-7 charger for 5 mana and 4 damage for 1 mana. Sometimes you have to discard 1 card, but that's not a huge deal. It just requires a bit of experience and you have to accept the very rare situations where you draw all of them.
Why no Councilman and Dark Ritual?
Although these cards are strong, they don't apply enough immediate pressure for my taste, because they need time to set up. Furthermore, Dark Ritual is very weak to all the Ravaging Ghouls out there. I think currently the card is not that strong. If you start cutting the Ritual you also want to cut the Knife Juggler and the Councilman in my opinion.
Section to come
- Mulligans and Match ups
Other guides/resources from me
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Minion (16) Ability (14) - 2x Innervate
- 1x Nourish
- 1x Mark of Nature
- 2x Naturalize
- 2x Living Roots
- 2x Mark of Y'Shaarj
- 2x Savage Roar
- 2x Swipe
Loading Collection -
Minion (22) Ability (4) - 2x Mortal Strike
- 1x Upgrade!
- 1x Heroic Strike
Weapon (4) - 2x Fiery War Axe
- 2x Arcanite Reaper
Loading Collection -
Minion (18) - 1x Cairne Bloodhoof
- 1x Cenarius
- 1x Fandral Staghelm
- 1x Forbidden Ancient
- 2x Azure Drake
- 2x Darnassus Aspirant
- 2x Mire Keeper
- 2x Savage Combatant
- 2x Druid of the Claw
- 2x Druid of the Flame
- 2x Druid of the Saber
Ability (12) - 2x Innervate
- 1x Nourish
- 1x Living Roots
- 2x Mark of Y'Shaarj
- 2x Raven Idol
- 2x Wrath
- 2x Swipe
Loading Collection - My guide to the high ranks
- My guide to legend
- YouTube
- Chat with me and the gang on discord
Why do you want to place Dire Wolf to the left for Imp Gang? Then you can't send in 2/1 imp tokens in a row against a minion. Also, I think you mean Possessed Villager at the top of card overview.
must confess i was quite sceptic about the deck, but it works surprisengly well. it confuses opponents a lot and makes them to do fatal mistakes, for example they are too geedy with removers and keep them for threats that will never come (Counselman and Ritual).