Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Murloc Discard Zoo Warlock Standard Un'Goro Deck

Last updated on Apr 06, 2017 at 12:58 by Pesty 1 comment

Table of Contents

This iteration of Zoo builds on the Discard mechanics added in the One Night in Karazhan Adventure. It is perhaps a little less consistent overall than a regular Zoo deck, but offers the potential for huge blowouts if your cards line up correctly. Additionally, the deck also utilises Finja, the Flying Star to enable powerful mid-game turns to quickly overwhelm the board and swiftly end the game.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Murloc Discard Zoo Warlock Standard Un'Goro Deck

Our deck costs 5,700 Arcane Dust and it is made up of the following cards.

Warlock Cards Neutral Cards

2.1. Mana Curve

0
10
8
7
2
3
0
0

3. Strategy

3.1. General Playstyle

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.

3.2. Key Skills

3.2.1. Making Efficient Trades

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. 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 at a high level is minion positioning. When playing minions onto the board always consider cards like Defender of Argus which rely on minion positions to apply their unique effects. For example, if you intend to apply a Defender of Argus buff to a Possessed Villager you will want to place the Possessed Villager in the middle of your board to maximise the options of which other minion to taunt. 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. Additional positional concerns come into play with this deck since a summoned Silverware Golem from a discard will always appear on the far right of the board, so keep that in mind as well.

3.2.2. Maximising Your Discard Value

As you progress further into the 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 and Clutchmother Zavas, 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 on turn 6, to immediately draw through two additional cards in your deck.

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.

3.2.3. Managing Your Murlocs

The Murlocs in the deck share strong synergies and require careful planning to obtain maximum value. The interaction you will be looking for most of the time will be Murloc Warleader + Bluegill Warrior, which provides a large chunk of stats on top an immediate 4 damage. While this is a strong interaction, it will achieve very little if your opponent is dominating the board leading up to it. Despite being weaker, in many situations it is correct to use your Murlocs individually, Bluegill Warrior can be used as an excellent removal tool to protect your higher value minions, while Murloc Warleader is able to act as a threat on its own. Finja, the Flying Star is another consideration when planning ahead with your Murlocs and can greatly influence how you play the game. Saving your Murlocs to use with Finja serves a dual-purpose. First of all, the buff effect from Murloc Warleader or the Charge from Bluegill Warrior which allows Finja to kill larger minions that would be safe otherwise possible. Secondly, they allow you create a significantly stronger board when combined with the Murlocs summoned from Finja, which will often win the game on the spot.

3.3. Mulligans & Matchup Specific Strategies

General mulligan strategy involves pushing aggressively 1-drops to maximise your power in the early-game. Voidwalker and Possessed Villager are much higher priority than Flame Imp against aggressive decks due being able to efficiently trade against early Pirates. With The Coin, a hand of multiple 2-drops is excellent, as you can use The Coin to play a 2-drop on each of the first two turns. Without The Coin, a more standard curve of creatures costing 1-3 Mana is preferable. Clutchmother Zavas is another excellent card to look for in your opening hand as it allows it to gain the maximum possible value from your Discard effects by being in hand at all times.

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.

Finja, the Flying Star is also an excellent card to keep against slower decks to help guarantee a strong board presence in the mid-game and often leading to winning the game the following turn.

3.4. Card Swaps

Argent Squire can be included instead of Knife Juggler to ensure even more consistency in the early-game.

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

4. ChangeLog

  • 06 Apr. 2017: Removed 2x Imp Gang Boss, 2x Dark Peddler for 2x Darkshire Librarian, 1x Clutchmother Zavas, 1x Chittering Tunneler.
  • 03 Mar. 2017: Deck added. A Discard Zoo Warlock deck that utilises the strong mid-game Murloc power of Finja, the Flying Star.
Force desktop version
Force mobile version