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Warlock Mech Zoo Wild Deck

Last updated on Feb 12, 2015 at 14:38 by Sottle 44 comments

Table of Contents

This guide outlines a fast, aggressive Warlock deck. Alongside the usual fast paced cards, this deck also includes Mechwarper to try and replace the fast starts that Undertaker used to provide. At an extremely low dust total of 1,420 plus Naxxramas cards, it is one of the cheapest decks that can compete at the highest ranks of the ladder as well as in a competitive setting.

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. Warlock Mech Zoo Wild Deck

Our deck costs 1,420 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve

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11
10
1
5
3
0
0

3. Strategy

The general strategy of Zoo 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.

A common mistake for newer players with this deck is to prioritise attacking the opponent’s life total directly. Instead you should focus on making favourable trades to maintain minions on the board and create more damage over time.

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 and Dire Wolf Alpha, 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. A key card to facilitate this is Mechwarper, since it enables you to follow up with additional Mech minions ahead of the regular curve. Other strong cards to look out for are Flame Imp and Voidwalker. Voidwalker is particularly strong in combination with Dire Wolf Alpha or Abusive Sergeant since its 3 health enables it to make very favourable trades with other early minions if you are able to buff its attack. Annoy-o-Tron is another important card in these early turns as it can create a substantial wall to protect your other minions, allowing them to push for damage.

Following this you will transition to the mid-game where you will look to drop difficult to remove minions such as Nerubian Egg and Piloted Shredder 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. If you have had a Mechwarper survive the early exchanges, then the advantage you get from your Mechs like Spider Tank and Piloted Shredder being played early will often create an overwhelming advantage. 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, Dire Wolf Alpha 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.

Since the nerf to Soulfire, Zoo decks have been struggling to find efficient removal. This deck runs a copy of Imp-losion as a replacement. It somewhat simulates the effect of Soulfire, since the power of Soulfire was in being able to remove a minion for 0 Mana, and have your full pool of Mana avaialable to play minions. Implosion somewhat mimics this effect, as even though it costs 4, it summons multiple creatures onto the board for you for free, which are fantastic to be used in a later turn with your buff cards. The summoned Imps also have excellent synergy with Knife Juggler.

Loatheb is a power card in the deck, both functioning as one of your largest bodies, and a way to lock out your opponent from removing an already established board with spells. If you are able to get a smooth curve of minions out in the early- to mid-game, and then protect that board with Loatheb, your opponent will usually have taken too much damage to recover once they are able to cast their removal spells the following turn.

Your other power card in the deck is Doomguard. Due to the nature of the Zoo deck you can often play a Doomguard with an otherwise empty hand and bypass the card discard effect altogether. Since the deck no longer plays Soulfire, you can afford to be a little greedier with your Doomguard. In the past holding on to a Doomguard for too long would result in you drawing into Soulfires or the second Doomguard, and leave you in an awkward position with your discards. Since the chances of this happening are now so greatly reduced, you can often wait until you are able to play out your whole hand before dropping your Doomguard.

3.1. Mulligans & Matchup Specific Strategies

General mulligan strategy involves pushing aggressively for a Flame Imp and other 1-drops, or Mechwarper alongside other low cost Mechs. 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, Voidwalker is a key card. Its 1/3 body can trade very favourably into opposing Leper Gnomes or other small minions, especially when targetted with an Abusive Sergeant buff.

You should avoid keeping the more situational cards like Power Overwhelming, and also avoid keeping enticing looking combos like Knife Juggler plus Imp-losion. The key to Zoo is consistency, so you want to be able to play a minion on curve every turn. Your deck will draw so many cards over the course of the game, that you should rely on drawing into the utility cards later when you need them.

3.2. Card Swaps

Kezan Mystic can be included in place of Imp-losion to swing matchups against other Aggro decks like Mech Mage and Aggro Hunter. Since these decks use Mad Scientist to generate an advantage, Kezan Mystic is one of the few ways to turn this situation to your favour.

This deck chooses to run 2 Defender of Argus, but you can choose to run 1, and 1 Dark Iron Dwarf if you prefer.

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