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Budget Zoo Warlock Deck

Last updated on Apr 20, 2018 at 15:04 by L0rinda 1 comment

Table of Contents

This is a budget version of Zoo, and as such contains no Epics or Legendaries. With that in mind, the guide is presented for new and improving players. The list is also fine for stronger players who are playing the game on a limited budget and who want to progress to Rank 5.

1. Budget Zoo Warlock Card List

This deck costs 1,520 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

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2. Budget Zoo Warlock Mana Curve


3. Budget Zoo Warlock Strategy

A common mistake for newer players with this deck is to prioritise damaging their opponent early in the game. The deck is actually designed to maintain minions on the board by making efficient trades, and then push for the win when your opponent has lost the ability to defend themselves. With that in mind, you should try to gain control of the board before attacking your opponent.

4. Mulligan and Early Turns for Budget Zoo Warlock

The early turns are extremely important with this deck, and in the early turns you will be looking to establish a board advantage. The key cards to facilitate this are Flame Imp, Kobold Librarian, and Voidwalker. If you have none of the above cards in hand, then Glacial Shard is also a reasonable card to keep. However, it is often better used later in the game to freeze a bigger minion.

If you have on-curve cards for Turns 2 and 3, you can also keep Blood Imp in your opening hand. This is also the case if you have Demonfire. In general, you will be hoping to spend all of your mana on the first 3 turns, and any cards that allow you to do this can be kept in combination with each other.

5. Later Turns for Budget Zoo Warlock

After establishing an early board, you will be looking to get as much as possible from each of your remaining cards. With that in mind, you can familiarise yourself with each of the cards in the section below.

You should not be scared to empty your hand with this deck; your Life Tap Hero Power ability is extremely good at keeping you in the game. If you do feel that your opponent is going to be able to remove your minions with AoE spells, then you can start to use the Hero Power on most turns from Turn 4 onwards. This should not be done if you feel you can get a dominant position on board though, and is usually best saved for playing against Control decks. After Turn 7 against any deck, you will usually be using this ability on every turn, unless you fear that spending the extra Health is going to result in you losing a race.

6. Individual Card Discussions

This section is designed to help you understand the basics of each of the cards in your deck, and the best time to play them. In many cases, you will simply play the card on curve. You should not, however, default to this. A lot of extra wins can be gained by maximizing the impact of each card.

6.1. Demonfire

Demonfire is often a great card to play on Turn 2 after you have played Voidwalker or Flame Imp on the first turn. This is early enough that your opponent is unlikely to have enough Mana available to use their removal spells.

6.2. Dire Wolf Alpha

Dire Wolf Alpha is not usually played on the second turn, although if your first turn was to use The Coin to play two 1-drops, then it is fine. If you can wait until it can be positioned between two minions, then this is the ideal time to play it. The minions will get the buff instantly, and be able to use the extra point of Attack granted by the Wolf before your opponent can kill it.

Another trick to bear in mind with Dire Wolf Alpha, is when you have a big board of minions. If you trade with one of the minions immediately next to the Wolf, and that minion dies, then the next one along will now get the buff. This means that you should always have this play in mind when placing your minions on the board. There are occasions when this can get you a total of six extra Attack points in one turn!

6.3. Doomguard

A common mistake with Doomguard is to wait too long before playing it in an attempt to protect your hand. Although you should be mindful if you are discarding two fantastic cards, it is often powerful enough to dominate the game. While your opponent is trying to recover from the effects of such a strong minion, you will have plenty of time to use Life Tap and replenish the lost cards.

If you realise that you are going to play Doomguard on Turn 5, you can try to empty your hand beforehand. This mitigates the downside of Doomguard in advance

6.4. Soulfire

Although Soulfire is often used for the final four points of damage to kill an opponent, it is also extremely good at killing annoying early minions which can pave the way for your own minions to take over the game. Do not be overly scared of the potential discard, as this can always be recovered with Life Tap later on.

6.5. Vicious Fledgling

The first thing to know about Vicious Fledgling is that if you choose the Windfury ability off the first attack to face, then it will be able to attack again on the same turn and pick up another ability!

The most common trap people fall into when playing the Fledgling is to try too hard to get it to connect with face, and therefore not play it until a later time. Although this is a good idea in principle, it often results in you getting too far behind on the board, the attack to face never comes, and you wish you had played it as a 3/3 minion to occupy the board. Unless you have good reason to believe that you can get down a protected Fledgling later in the game and it is not going to stunt your development too much, then you should often just play it on the third turn anyway and settle for a trade on the board.

6.6. Vulgar Homunculus

Vulgar Homunculus will normally be played on Turn 2 if you have it in your hand. It has very good stats for its Mana cost. It should be noted that Taunt minions are good at getting in the way, and so if you have a particularly menacing board down that your opponent may be able to trade into, you can sometimes protect a bigger minion by playing the Homunculus.

7. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

8. ChangeLog

  • 20 Apr. 2018: Guide updated for The Year of the Raven. Contains multiple changes.
  • 31 Jul. 2017: Guide updated for new Icy Veins archetype layout.
  • 08 Apr. 2017: Deck now focusing on being a budget deck to separate it from Discard Zoo.
  • 06 Apr. 2017: Updated for Un'Goro. -2 Imp Gang Boss, -2 Dark Peddler, -2 Power Overwhelming -1 Defender of Argus, +1 Voidwalker +2 Devilsaur Egg, +2 Ravasaur Runt, +2 Ravenous Pterrordax
  • 03 Sep. 2016: Deck added.
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