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Legendary Warlock Zoo Midrange Wild Deck

Last updated on Mar 16, 2016 at 20:53 by Sottle 17 comments

Table of Contents

This guide contains instructions on playing a Midrange Warlock Zoo deck. It is a little slower than a standard Zoo deck, but packs in a lot more late-game power to be more threatening against other Midrange decks, as well as Control.

This League of Explorers version brings in Dark Peddler to the deck. Dark Peddler is an excellent card for securing your early curve and can gain you access to extra copies of valuable cards like Abusive Sergeant and Power Overwhelming.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Warlock Zoo Midrange Wild Deck

Our deck costs 5,880 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Midrange Warlock is a new Warlock archetype that aims to combine the fast Tempo and efficient early-game of Zoo, with the powerful late-game of more Control based Warlock decks. Due to this, it can suffer some consistency issues in the early game that Zoo rarely does, but in the late-game stages your draws and plays will be significantly more powerful.

The general strategy in the early-game is to aggressively build a board with small efficient minions and use your numerous buff cards to create favourable trades into higher cost minions. Combining this with the Warlock's Life Tap Hero Power, you can quickly overwhelm your opponent with card draw and create an imposing board state that they will not be able to answer.

The key to playing this deck at a high level is minion positioning. When playing minions onto the board always consider cards like Defender of Argus which rely on minion positions to apply their unique effects. For example, if you intend to apply a Defender of Argus buff to a Nerubian Egg you will want to place the Egg in the middle of your board to maximise the options of which other minion to taunt.

The early game is extremely important with this deck, so in the early turns you want to quickly establish a board advantage. The key cards to facilitate this are Flame Imp, Voidwalker, and Abusive Sergeant. Using combinations of the Voidwalkers high health alongside the buff from Abusive Sergeant, you can begin to remove your opponent's early minions whilst keeping your own alive, creating a board advantage that you can compound on in the later turns.

Dark Peddler is a fantastic addition to your early-game package. It functions as both a 2-drop and a 3-drop, and can be kept in your opening hand with the intention of playing it on either of these turns. Since you immediately gain access to a 1-Mana card, you can always play it out in combination on turn 3. Additionally, you can gain access to great early game board control options like Elven Archer, Mortal Coil and Abusive Sergeant.

Following this, you will transition to the mid-game where you will look to drop difficult to remove minions such as Nerubian Egg, Haunted Creeper, and Imp Gang Boss to consolidate your board position and make it difficult for your opponent to answer your board with AoE spells such as Lightning Storm or Consecration. It is important during this period that you do not over commit to the board if you do not have any of the above Deathrattle minions in play. Try to be aware of what your opponent can do to clear the board, and hold back sufficient cards in your hand to follow up the next turn if the worst should happen.

The buff cards in the deck such as Abusive Sergeant and Defender of Argus are vital in order to create favourable trades for your small minions. For example, an Abusive Sergeant buff placed on a Flame Imp can trade into a Chillwind Yeti, creating a huge Mana advantage. You should try to use these cards only in these particular situations and avoid using them simply to do damage to the opponent unless you are making a push for the win. Furthermore, these cards are essential for activating your Nerubian Eggs, although you should think about whether you prefer to keep your Egg inactive to prevent potential AoE from your opponent. Power Overwhelming falls into this group of cards as well, although it is tempting to hold this card as a finisher, it is best to use it as an additional buff card to make a favourable trade, especially if you are able to use it on a Deathrattle minion.

Imp-losion is included in the deck to make up for some of the power lost by the nerf to Soulfire. The power of Soulfire was that you could play multiple minions onto the board, and then Soulfire for 0 Mana and an empty hand. Imp-losion simulates this effect by dealing damage, and also putting multiple minions into play for you.

Once you reach the mid- and late-game, this deck features many more powerful options than a regular Zoo deck for clinching the game. Usually Zoo is reliant on drawing a timely Doomguard in order to seal the game. In this deck however, you not only have the Doomguards, but also Mal'Ganis, which can both be summoned from Voidcaller, as well as Dr. Boom. These cards will help you to cement the advantage you gain from your efficiency in the early-game, especially since your opponents will often use their premium removal against weaker targets due to the amount of pressure you can create.

3.1. Mulligans & Matchup Specific Strategies

General mulligan strategy involves pushing aggressively for a Flame Imp and other 1-drops. With The Coin, a hand of 4 1-drops is fantastic as you can play 2 1-drop minions on Turn 1 followed by another 2 1-drops on Turn 2 and then use your Hero Power to refill on cards. Without the coin a more standard curve of creatures costing 1-3 Mana is preferable.

Against other aggressive decks that look to have a fast start such as Hunter, Mech Mage, or other Zoos, your best opening is Voidwalker as it is a key card early against aggro. Its 1/3 body can trade very favourably into opposing Leper Gnomes or other small minions, especially when targetted with an Abusive Sergeant buff.

3.1.1. Card Swaps

Flame Imps can be removed from the deck in favour of Zombie Chow. Flame Imp can be a very poor card against other aggressive decks and trades very unfavourably against other common early minions like Mad Scientist, Shielded Minibot, and Leper Gnome.

Your choice of late-game minions in the deck is fairly flexible. You can choose to include Sylvanas Windrunner or Bane of Doom in place of some of the high cost cards featured here based on your preference or availability.

4. ChangeLog

  • 16 Mar. 2016: This deck has been reviewed and deemed appropriate for the Season 24 meta.
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