Damien

Hearthstone Warlock Mech Zoo

Sign in to follow this  

44 posts in this topic

This thread is for comments about Warlock Mech Zoo Deck.

Share this post


Link to post
Share on other sites

any idea how to beat priest with this deck? i'm struggling against cabal / auchenai circle combo etc.

 

is there any strategy?

Share this post


Link to post
Share on other sites

Priest is just a rough matchup for Zoo, always has been. If they get a good draw, there's not much you can do about it, but that's the nature of Hearthstone, every deck has its bad matchups.

Share this post


Link to post
Share on other sites

Guys I put Jeeves for a piloted shredder, you have no idea how good it is

 

I'm tempted of doing this but not sure if changing it for an argus

Share this post


Link to post
Share on other sites

this deck is really horrible. most other decks can just out trade you

 

This is just objectively untrue, weird statement to make about one of the best trading decks in the game. That's the entire power of Zoo, and has been since the archetype first appeared.

Share this post


Link to post
Share on other sites

I really like this deck. I removed the spider tank for dr. Boom, improved my matchups against control, who managed to stay alive till move 7.

Share this post


Link to post
Share on other sites

Why my comments are not showing up ?!?!?!?!?!

Guest comments have to be approved by a moderator, before they show up.

If it violated any forum rules then it didn't get approved probably. If you send me a Private Message we can look into this deeper.

Share this post


Link to post
Share on other sites

I really like this deck. I removed the spider tank for dr. Boom, improved my matchups against control, who managed to stay alive till move 7.

Seems fine.

Share this post


Link to post
Share on other sites

I put a mech yeti in place of one of the doomguards. I kept on getting both doomguards in my hand since I would wait to play them. Is there a better card to swap in besides a mech yeti?

Share this post


Link to post
Share on other sites

Hi, thank you very much for this deck, I'm learning to use and like it so far. I have an enchance-o mecano, is it a good idea to replace a piloted shredder or a defender of argus by it ? which one ?

Share this post


Link to post
Share on other sites

Hi, thank you very much for this deck, I'm learning to use and like it so far. I have an enchance-o mecano, is it a good idea to replace a piloted shredder or a defender of argus by it ? which one ?

I personally don't like it, it really only helps you win games where you're already ahead, and it can very dead if you draw it late with a weak board.

Share this post


Link to post
Share on other sites

im having lots of problems with this deck.
im not sure i know how to play it properly....anyone care to help? tongue.png

Share this post


Link to post
Share on other sites

absolutely love this deck, curious to hear suggestions of card to swap for Loatheb? I don't have access to him.

Share this post


Link to post
Share on other sites

Good deck. It helped me get to level 11. Then I started to struggle. I did the swaps suggested in the end and I got to level 9. But so many druids at level 9! So many taunts and I have no other alternative but to bash through them. So many taunts! I rarely win against them. Bad match up or is there a way to handle them?

Edited by JustPlaying

Share this post


Link to post
Share on other sites

You should be extremely favoured against Druid, it's generally considered one of the best matchups for Zoo decks. You should be able to build a significant enough board that you can punch through their taunts using your buff cards, but it's hard to say exactly what you're doing wrong to prevent that without seeing you play. Maybe you're going face too much and not picking up good trades when you can? Maybe you're using your buffs just to push extra damage when you should be saving them to make good trades? Hard to say.

Share this post


Link to post
Share on other sites

Hmmm. I traded Kezan for the 4/3 silencer. I'm going back to Kezan. I've been making good trades. I've been using my buffs appropriately I think. Maybe I haven't been building a strong board presence with them? Have I been holding back? Weary of their spells? Thank you for your quick response. I'll try again.

Share this post


Link to post
Share on other sites

Thanks for the deck.

 

Played 100 games with this over past 7 days. Managed to get to rank 14. Had fun smile.png.

 

warrior    6/11       55%

paladin    2/9         22%

warlock   7/13       54%

rogue        4/8        50%

hunter      8 /21     38%

mage        13/20     65%

priest        5/7        71%

druid         4/9         44%

shaman     1/2         50%  

 

Total   50 /100      50%

Edited by Ace42

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina

      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Aleco

      Get your games in with Cubelock and Even Paladin while you can! The upcoming balance patch will drop on the 22nd.
       
      Confirmed today on the official Hearthstone blog, the upcoming balance patch will go live on May 22nd.
      Though the nerfs had been announced several days ago, a timeline had previously not been provided for when the nerfs would go live. For those who have yet hear, the following cards will be receiving nerfs:
      Naga Sea Witch will have its Mana cost increased from 5 to 8 Mana Spiteful Summoner will have its Mana cost increased from 6 to 7 Mana Dark Pact will restore 4 Health instead of 8 health Possessed Lackey will have its Mana cost increased from 5 to 6 Mana Call to Arms will have its Mana cost increased from 4 to 5 Mana Crystal Core will turn minions into 4/4s instead of 5/5s