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Season 6 Legendary Warlock Zoo Naxx Wild Deck

Last updated on Sep 04, 2014 at 09:28 by Poyo 1 comment

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

On this page, you will find a S6 legendary budget Warlock Zoo Naxx Wild deck. It costs 4,880 a total of Arcane Dust to make, and it is called legendary because it utilises any number of required Legendary cards. This deck is designed to help you reach the top of the rankings (and possibly even Legend rank).

1. S6 Legendary Warlock Zoo Naxx Wild Deck

Our deck costs 4,880 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

1.1. Mana Curve


2. Strategy

This Legendary Warlock Zoo Deck offers an extremely aggressive, minion-heavy gameplay that is designed to put a lot of pressure on your opponents.

Regardless of what deck you play against, your board value is everything. You should always strive towards efficient minion trading and slowly building up your advantage on the board.

The early game is extremely important, and you should always play it as efficiently as possible and stick to your Mana curve. Young Priestess will generate a lot of value over the course of time, which is why you should always attempt to play it when you have another minion on board, especially against decks with offensive Hero Powers.

Since the deck consists mainly of minions, Knife Juggler will generate a lot of pressure if not dealt with immediately, and just like Young Priestess, you should attempt to protect it.

Voidwalker may seem like an odd choice for an aggressive deck, however it will delay your opponent and protect your valuable minions like Young Priestess or Knife Juggler.

Flame Imp brings amazing value for its cost, and when played in the early game, the drawback from its Battlecry is a minor sacrifice. Speaking of great value, Dire Wolf Alpha may seem like a weak play, however since you will always have board presence, its value can amount to a 4/2 minion and it can always give you the opportunity to make favourable minion trades.

King Mukla brings insane value for its cost on the board, however a portion of that value will be diminished by the 2 Bananas your opponent gets. If you can keep up the pressure on the board, your opponent will often have a hard time using them, though.

Nerubian Egg's Deathrattle brings amazing value for its cost on the board and you can easily turn it into an attacker with Power Overwhelming, Dire Wolf Alpha or Dark Iron Dwarf.

Void Terror can also trigger your Nerubian Egg's Deathrattle, however in most situations, you will attempt to play it after you have buffed a minion with Power Overwhelming and made advantage with it.

Harvest Golem and Haunted Creeper are hard to to deal with and help you recover from AoE damage spells, as they ensure you some continued board presence through their Deathrattles.

Defender of Argus will always increase both the offensive and defensive potential of your minions. It will often allow you to make favourable trades and create advantage on the board. It can also simply toughen up your valuable minions, making them harder to kill with AoE damage spells.

Leeroy Jenkins will mostly serve as a finisher, as it can provide a lot of direct damage especially when paired with Soulfire. In rare situations, you can use Leeroy Jenkins as removal and take out a Taunter, allowing your minions to pass.

Doomguard is one of the best aggressive Warlock cards, as it brings insane value for its cost, however you should always attempt to diminish the drawback from its Battlecry, by playing it from a rather empty hand.

Speaking of finishers, Soulfire can be used when you are going for the kill. However, it is mainly intended as a removal, to allow your minions to swing at your opponent, rather than engaging into minion trading.

Life Tap, your Hero Power, is your main source of card advantage and you will use it to maintain your pressure on the board, however keep in mind that you should ideally stick to your Mana curve and use your Hero Power only when you have nothing else to play. Using your Hero Power excessively can have a bad influence on your board presence.

2.1. Synergies and Combinations

Since the deck is pretty straightforward to play, most of your synergies are simply the abilities individual cards provide.

Young Priestess increases the defensive potential of your minions, making them harder to kill and thus putting additional pressure on your opponent.

Knife Juggler can do a lot of damage if not dealt with immediately, as you will very likely play multiple minions each turn.

Defender of Argus brings amazing value on the board, but you should mainly use it to buff your inferior minions with Taunt and delay your opponent.

Dire Wolf Alpha and Dark Iron Dwarf can increase the offensive potential of your minions, which can often allow you to make a favourable trade.

Nerubian Egg can be destroyed with Void Terror or made an attacker with Defender of Argus, Dire Wolf Alpha, or Dark Iron Dwarf.

2.2. Mulligan / Starting Hand

You should always be looking for early aggressive plays, such as Flame Imp, Voidwalker, or Young Priestess, and if you already have at least one of them, you can easily swap your other cards in search of a Knife Juggler. Should you have The Coin, you should attempt to get a double 1 Mana drop down on your first turn, preferably Young Priestess and another minion.

Soulfire can help you gain an edge on the board and you should consider keeping it in your hand if you expect your opponent to have early board presence.

2.3. Card Swaps

Should you be constantly matched against decks with many Taunters, you can potentially consider including Ironbeak Owl in your deck to bypass the Taunt mechanic when going for the kill.

Against other aggressive decks, you can consider including Elven Archer or Mortal Coil in your deck.

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