Tempo Storm seems to be on the forefront of the Fist of Jaraxxus Zoo deck. Eloise played a Discard Warlock Zoo during the Archon Team League, and now JustSaiyan has tightened up the list and made a run to legend with an impressive 72% winrate. This type of Zoo is far more aggressive than the standard Midrange Demon Zoo List. The list contains a few of the new TGT cards. Flame Juggler didn’t receive much fanfare, but it’s a solid card that can take down a pesky one health minion. Wrathguard has strong stats for the cost, and Fist of Jaraxxus provides you with the ability to help board clear or finish your opponent.
JustSaiyan’s Season 18 TGT Discard Warlock Zoo
- 1Flame Imp2
- 1Power Overwhelming1
- 1Soulfire2
- 1Voidwalker2
- 2Wrathguard2
- 3Imp Gang Boss2
- 4Fist of Jaraxxus2
- 4Imp-losion1
- 5Doomguard2
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This deck is just getting owned by taunts
Deck works well in EU aggro-rush-secret meta. But one Argent Squire I did replace with a Leper Gnome. Too many Blood Knights around.
Great deck, I replaced one Wrathguard with a Tiny Knight of Evil. The trick is removing threatening minions while staying on face most of the time. I felt more secure with a Tiny and less self-dmg due to Wrathguard effect.
Nice winstreak with some ragequits so far, glad I found this!!
Tiny has also worked as a silence magnet in 2 games so far, wasting their owl. I’m only at rank 19 so far though so take this with a grain of salt. I will report back whether this happens on better rank.
Silence is not a Big deal in the cuttent meta and if your Opponent rund silence he would not use it for the tiny Knight, except he is buffed extremely high. In Most Cases you can proc his buff One time, so the Opponent dös not use silence hr will Trade him.
Consecutive wins and 2 losses from 10 to 9. Beats control and patron warriors and handlock warlocks.
Hi,
5 games 5 losses at rank 14 and 15 with this deck. How does this deck work for other people? I honestly do not understand how this is supposed to work.
There was not one game where I even got close to winning.
bcoz u noob? lol
Probably.
Well I gave it another shot concentrating on face damage and only traded where I had to.
At rank 17 and 16: 5 games 5 wins in a row.
Ok. My mistake.
I haven’t try this version out yet I tried and then brewed a version similar to Eloise one. If you find yourself struggling to finish off games, most of the time it means you have traded too much. Try to understand your reach and not to over trade will help you out. (Discard zoo is similar to Pre-GvG/Naxx Zoo, yet VERY different from Pre-TGT/Brm Zoo)
Yeah I went 6-4 out of 10 games last night, 1 loss was for sure Cause I miss play. Its a very tight deck with no room for error. Focus on face damage and only clear out things that threaten your board presence like enemy knife juggler/taunters/Doomsayer.
I may try to find room for 1 Ironbeak… A properly placed Ironbeak can break the back of people that rely on Sludge to save them on turn 5 (they should be around 10 HPs by that point).
Contrary to what others might say, Zoolock is not an aggressive, face first deck. You must control the board in order to win. Zoolock does not have the kind of burst that Hunter does in order to be able to push for lethal by around turn 5 or 6. Nor does this version of Zoo have a real board clear. If you let your opponent get ahead in tempo, you probably won’t be able to catch up.
The key to playing this deck is to make efficient trades, meaning using a smaller minions to take out more expensive minions. This is done by using the variety of buffs in this deck, which include Power Overwhelming, Abusive Sergeant, Dire Wolf Alpha, and Defender of Argus. If you trade well, you will win by snowballing more minions and doing face damage with leftover damage on the board.
Both Wolf and Argus are positional buffs, so a crucial skill in playing Zoo is learning how to position your minions on the board. It’s also important to know how minions spawn after certain effects. For example, Imps from Imp Gang Boss spawn to the right of it after it’s taken damage. This can matter when calculating damage. Say you need 3 damage and you have an Imp Gang Boss with a Dire Wolf Alpha positioned to its right. If your opponent hits the Imp Gang Boss, an Imp will spawn, and that Imp will now get the attack buff instead of the Imp Gang Boss. You now lose one damage point going into your next turn.
Similarly, it’s important to think ahead when building your board. You should ask yourself, “Which two minions do I want to get the Argus or the Wolf buff? You should make sure their placed next to each other. The same consideration comes into play when you’re trading minions. If it benefits you overall, you might want to trade away certain minions so that it leaves a board state where two minions you want buffed end up next to each other.
I gotta tell you man, I did this and lost consistently. Then, I went face and literally won 10 games in a row. No lie. Best roll of my life.
So uh…you do you…and I’ll do face.
Yeah, if I keep trading I’ll eventually be overwhelmed and lose. Playing as aggro nets more wins.
That said, I’d like to mention that the post James made has valuable information in it that might not be obvious to everyone. Strategic board positioning is an important aspect of Hearthstone, but even more so to some classes/decks than others.
My first love/hate in HS was Shaman. Thrall taught me the importance of placing stronger minions to the left, keeping token and summon minions to the right. Doing this will let you maximize value from buff minions (flametongue totem, dire wolf, etc).
Those fundamentals carry over to this deck (and pretty much every deck). Keeping stronger minions on the left gives you the option of using Argus on 2 stronger guys on the left, 2 weaker guys on the right, or a combination if placed in the center. If your board is set up in two parts like this, placing Dire Wolf in the center is a no brainer for trading off your tokens so that when the first dies the next one moves into its place to receive the buff.
So what’s the moral of the story? Go face & force the opponent to trade while placing your minions in such a way that if you DO have to trade you can use the B-team on the right to do so.
Bonus tip: Using power overwhelming on wrathguard asap does awesome face damage, and keeps you from eating the fireball that also killed it.
just a note : vs freeze mage, you’ll want your weak/stealthed minions in the middle to counter cone of cold.
What about Succubus and Tiny KNight of Evil?
The game plan of the deck is to play all your minions for a free discard or even a fist, which opponent happens @ T5-6(sometimes T7). You are not getting value from succubus before T5 and this could seriously hurt your T1-T4 and hinder soul fire/ doom guard value. Tiny knight seldom gets 4/3 and almost never gets over it, again, since you are not discarding until T5, most of the time he is gonna sit there as a 3/2 to be cleared. Wrathguard is more consistent and has a relatively low draw back in an aggro deck, especially in a meta where face hunter absents.