Mulligans
Zoo brew with some Mech flavor sprinkled in for some mid-game tempo and longevity. I really like the Boomsday Mechs in theory, but trying to build an entire deck around them is not nearly aggressive enough to be competitive. However, I believe the package included in this deck- Mecharoo, Bronze Gatekeeper, Harvest Golem, Nightmare Amalgam, Coppertail Imposter, Giggling Inventor, Wargear, and Zilliax– is a solid inclusion for a slightly more midrange-ish Zoo style.
Turn 4 Coppertail Imposter into Turn 5 Wargear is a huge tempo play- it’s essentially a 9/9 with Charge on Turn 5 with the possibility of being buffed all the way up to 13/13 with Prince Keleseth and Soul Infusion in lucky scenarios. Alternatively, sticking Zilliax onto the Imposter or either of your 3-drop Mechs gives you the ability to push big trades if necessary and heal yourself for a decent chunk of health. Finally, Giggling Inventor is a wonderful anti-aggro tool, and with the amount of 1-drops in this deck, you’ll be able to play it on Turn 5 before curving into something magnetic and something like Flame Imp on Turn 6. The reason I’m only running one copy is because it has somewhat of an anti-synergy with Prince Keleseth, as the buff doesn’t apply to the Annoy-o-Trons it generates.
Other than the Mechs, the major big additions from this set are Doubling Imp, Soul Infusion and The Soularium. Both the Imp and Saronite Chain Gang benefit greatly from the Infusion (as does Leeroy Jenkins, for that matter). You can reliably expect to get 10/10 across two bodies for 3 mana, which is a major defense against board flood decks and a huge threat against control-oriented ones. The Soularium’s value is so ridiculous that I don’t think I need to waste your time explaining why it’s necessary in this deck.
In terms of explaining how to play the deck, a Zoo is a Zoo is a Zoo. It’s simple, versatile, and reliable- the workhorse of Hearthstone decks, and for good reason. Make good trades, control the board, push for lethal on or before Turn 8.
Enjoy!