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Fungalmancer Zoo

Last updated on Feb 11, 2018 at 14:22 by L0rinda 52 comments

Table of Contents

Demon Zoo is a little different to traditional Zoo decks in that it uses more midrange minions than usual. The deck's main focus is still board control through minions, but there are fewer buffs than there were in old-school Zoo decks.

With the release of Kobolds & Catacombs, Corridor Creeper entered the Standard rotation. Amnesiac added this to Gul'dan Zoo, along with a stronger Demon package made possible by Vulgar Homunculus. He then piloted the deck to Rank 1 Legend.

The release of Patch 10.2 initially seemed to have ruined the deck, with seven key cards to the deck being made weaker in that patch. However, as the impacts of those nerfs on the entire metagame became clear, this version of Zoo once again showed its resilience.

1. Card List

This deck costs 2,960 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

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2. Mana Curve


3. Strategy

3.1. Mulligan and Early Game

As with all variants of Zoo, this deck needs to have minions on the board to maximize its power. Due to the four Demon buff spells, your six Demon 1-drops will be very important. Vulgar Homunculus is also an extremely powerful card in this deck, as it will not only defend your board, but will usually stick around so that it can be buffed on the following turn.

When deciding what to throw away, you should try to map out your first three turns. For example, if you have Flame Imp, Vulgar Homunculus, and Bloodfury Potion, then you can keep all three cards. However, if you have the Potion, but two expensive cards, you should look for a better start and throw it away.

3.2. Early Game

The first few turns of the game are usually the most complicated, and the decisions made here will often decide the result. The overriding aim of the deck is to be very aggressive, but how you go about doing this will depend heavily on your opponent.

3.2.1. Buffs

A choice that comes up often in the early-game is whether to play multiple minions or to make one very large minion and deliver a lot of damage with it. If you feel that your opponent will be playing Taunts, it is usually correct to make the wider board and save the potion until the turn where you see the Taunt. Likewise, if your opponent is likely to play targeted removal such as Polymorph or Hex, then you will be looking to play around those cards by playing multiple minions. If you feel that your opponent will be playing AoE effects, then you should strongly consider making one large minion.

Deciding which minion to buff is also important. It should be noted that the minion you buff will often become a target, so you will usually be looking to buff a minion without an ability. If, for instance, you buff a Malchezaar's Imp, you are losing a lot of value when it gets removed.

3.2.2. Trading

If you have played Zoo before, you will be used to making a lot of trades on the board, before turning your attention to the opponent directly. Although that is still a good general philosophy with this deck, you can often go to the face before killing off all of your opponent's minions and force them to trade into you. This is especially true if your board is defended with a Taunt.

3.3. Mid Game

There is a lot going on in the mid-game, but other than "Can I kill my opponent rapidly?", the main thing on your mind should be having a minion on the board going into the turn where you intend to cast Fungalmancer. Unless you manage to get two buffs from the Fungalmancer on Turn 5, you will usually be trying to buff one minion from the board, as well as a 1-drop from your hand on Turn 6.

3.3.1. Discard Strategy

One of the reasons that discard is functional in Warlock decks is that you can replenish your hand with Life Tap. You should bear in mind at all times that the primary way to win with this deck is to occupy the board. If the best way to protect your board is to kill an opposing minion early in the game with Soulfire, then you should not be worried about the discard. Likewise, you will often have a decision on Turn 5 as to whether to play Doomguard and risk discarding a Bloodreaver Gul'dan or powerful card such as Fungalmancer. Unless you are playing against a deck where Gul'dan is absolutely essential, you should concentrate on the potential gain from the presence of the Doomguard rather than the downside of the discard.

3.3.2. Board Control

You have several good options with which to control the board. As previously mentioned, this can be done with Soulfire and Doomguard, but there is also Despicable Dreadlord which can help your minions to get beneficial trades.

Your Taunt minions can often be used to hide a big army behind. In those situations you can often abandon controlling the board and start to attack the enemy directly, while they are struggling to bash through your Taunts. This will require some careful calculation, as if your attack is prevented then giving up on the board control will often be a costly error.

3.4. Individual Card Strategies

3.4.1. Bloodreaver Gul'dan

The main use for Bloodreaver Gul'dan is for some late-game sustain. The Hero Power can be used to outlast Control decks, while the revival of all of your demons can provide enough push to beat Tempo decks. It is also worth remembering that any Doomguards that have died will come back, and be able to attack on the turn that you play Gul'dan.

3.4.2. Malchezaar's Imp

Malchezaar's Imp needs to be carefully managed. Although it is often correct to hold it back so as to play it on the same turn as a Doomguard or Soulfire, you should try not to give up much tempo on the board for the ability to do this. If you need a 1/3 minion on the board early, it is often correct to simply play the Imp.

4. 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.

5. ChangeLog

  • 11 Feb. 2018: Deck updated for Patch 10.2: +2 Blood Imp, +1 Mortal Coil, +2 Saronite Chain Gang, +2 Fungalmancer, -2 Southsea Captain, -2 Corridor Creeper, -2 Bonemare, -1 Patches the Pirate.
  • 10 Dec. 2017: Deck updated for Kobolds & Catacombs meta. This build was created by Amnesiac, who reached Rank 1 Legend with it.
  • 09 Nov. 2017: Deck added. A Zoo Warlock deck which makes use of Bonemare and Bloodreaver Gul'dan for a powerful late game if the early game fails.
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