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Discard Zoo Warlock Standard Un'Goro Deck

Last updated on Apr 08, 2017 at 18:34 by L0rinda 43 comments

Table of Contents

This build of Zoo takes advantage of the extremely powerful card, Clutchmother Zavas which was added with Journey to Un'Goro. With the gradual introduction of Discard cards for Warlock, Discard Zoo is now the clear leader in Zoo builds. The deck aims to get control of the board, and make efficient trades with its minions. It can also blow out opponents in games where it discards Silverware Golem early.

1. 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.

2. Discard Zoo Warlock Standard Un'Goro Deck

Our deck costs 3,200 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve

0
12
8
4
4
2
0
0

3. Strategy

The general strategy of Discard 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. The Discard synergy of Silverware Golem and Clutchmother Zavas allows for the deck to develop faster than most other decks, and also serve to temper the downside of discarding so many cards.

When Combined with the Warlock's Life Tap Hero Power to refill your lost cards, you can get a huge amount of early pressure, and keep that pressure sustained long after most decks would have lost to stabilisation.

A common mistake for newer players with this deck is to prioritise attacking the opponent’s Health total directly. Instead you should focus on making favourable trades to maintain minions on the board and create more damage over time. Choosing the right moment to attack your opponent directly and push for the win is a skill you can develop over time, not just with this deck, but with Hearthstone in general. As a general rule with this deck though, you are looking to trade and create an advantage over time.

Another key to playing this deck is minion positioning. When playing minions onto the board always consider Dire Wolf Alpha. When positioning for Dire Wolf, keep your opponents expected play for the next turn in mind at all times and plan in advance how you would most efficiently trade into it using Dire Wolf, placing your minions accordingly. Remember that if one minion dies, the next one along will then receive the buff from the Dire Wolf.

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, Argent Squire, Possessed Villager, Voidwalker, and Abusive Sergeant. Using combinations of high health minions, Deathrattles or Divine Shields 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. Malchezaar's Imp is another potential 1-drop that you can play out early, but unless you have no other options, it is usually better to attempt to get value from this card later with a Discard combo.

Darkshire Librarian is a card that comes into the deck now there is more benefit to discarding cards from your hand. If you are able to secure the start of playing this card on Turn 2 and discarding a Silverware Golem, you will be immensely favoured in almost any situation. You should also not be scared of discarding a card you feel you might want later. You have plenty of ways of drawing cards, including when your Darkshire Librarian dies. Having a good play on turn 2 is far more important than what might happen later. It is definitely worth evaluating whether to play another 2-drop instead of the Librarian, but if your only other option is to use your Hero Power, then that option is rarely correct.

Moving into the mid-game your potential for explosive turns increases exponentially. As you gain access to more Mana, you will be able to more consistently empty your hand to be able to guarantee discard specific cards. This is at its most powerful with Silverware Golem but can also provide a benefit by just cycling a low power card with Malchezaar's Imp. These power turns are key to the success of the deck and can immediately create board states that your opponent is unable to deal with. There is also the option to try and hold on to a Malchezaar's Imp to combine with a Doomguard to immediately draw through two additional cards in your deck.

Your goal with this deck is to maintain board dominance and to defend cards like Darkshire Councilman to maintain pressure. This makes trading as efficiently as possible extremely important for the deck as it will limit your opponent's options in terms of how to deal with your board. If you start being too aggressive too early, your opponent will have more flexibility in terms of how to clear your board, and since this deck plays very few recovery mechanics you are depending on being ahead on the board at all times. It is important to make an aggressive push at some point however, as without doing so you can find yourself being outvalued by your opponent's late-game minions if you have spent too much time trading. Generally the right time to start pushing damage through to your opponent is when you are confident that they have no realistic way of clearing your board and when you have extra damage in hand to back up your aggression.

As mentioned previously Malchezaar's Imp should often be held onto until you get immediate value since it is such a powerful engine for digging through your deck to find power cards like Doomguard. This is also true in the late-game where Malchezaar's Imp can be used to cycle useless late-game cards like Flame Imp by discarding them and looking for something more powerful. The goal of the additional cycle in your deck is to allow you to dig through a higher percentage of your deck and pick up more power cards like Darkshire Councilman, Doomguard, and Soulfire to be able to end the game.

3.1. Synergies & Combinations

Malchezaar's Imp can be used to turn discarding cards into a positive thing by replacing weak cards in your hand. If you have managed to get two of them into play, then it is always worth considering using a Discard card and drawing two cards for each one discarded.

Silverware Golem and Clutchmother Zavas works in much the same way as Malchezaar's Imp, by turning the discard effects in your deck into a huge upside. It is worth noting though, that you should not be too greedy with the Clutchmother. The card is very good value at 4/4 for 2 Mana, and beyond that is incredible value. Do not be afraid to play it as a small minion as soon as it will look like it will help you to keep a big board.

3.2. Mulligans & Matchup Specific Strategies

General mulligan strategy involves pushing aggressively for a Flame Imp and other 1-drops. You will want to spend all of your Mana every turn with this deck, so bear that in mind. You should also consider that Ravasaur Runt will usually be played on the same turn as another minion, so as to more easily to trigger the Adapt. Factor into your thinking when mapping out your first 3 turns that the Runt is rarely a true 2-drop.

Try not to get too carried away with keeping cards like Silverware Golem in your opening hand, even if it's alongside a Soulfire. Since early in the game you will have a reasonably full hand, the chances of discarding one specific card is unlikely and you should focus on more consistent openings.

Against other aggressive decks that look to have a fast start such as Hunter, Tempo Mage, or other Zoos, your best opening is Voidwalker, Possessed Villager, or Argent Squire as they are all key cards early against aggro. These minions can trade very favourably into opposing small minions, especially when targeted with an Abusive Sergeant buff.

3.3. Card Swaps

Crazed Alchemist is a tech choice that can be used if you are encountering a lot of decks running Doomsayer.

4. ChangeLog

  • 08 Apr. 2017: Removed 2x Lakkari Felhound, 1x Ravasaur Runt, 1x Abusive Sergeant, 1x Argent Squire, for 2x Defender of Argus, 1x Ravenous Pterrodax, 2x Knife Juggler
  • 06 Apr. 2017: Updated for Journey to Un'Goro. -2 Dark Peddler, -2 Imp Gang Boss -1 Knife Juggler, -2 Defender of Argus, +1 Clutchmother Zavas, +2 Lakkari Felhound, +2 Ravasaur Runt, +1 Voidwalker, +1 Ravenous Pterrodax
  • 08 Sep. 2016: Deck added.
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