Mech Token Zoolock
- Zoolock
- Wild
- Ranked
Hey everyone! I'm Funki Monki and all I do is create meta-breaking (hopefully) homebrew decks! I recently climbed with this brand new Mech Token Zoolock from rank 8-5 with a 80% (12-3) WR so I wanted to show it off so you guys can have just as much success with it as I have! This deck just CRUSHES Evolve Shaman because of Plague of Flames! N'Zoth, the Corruptor decks are somewhat easier as well because we'll just kill our opponents before turn 10 :). I hope you all enjoy this deck!
Full write-up below. I spent a fair amount of time on this guide to help you learn it, so if this guide is helpful don't forget to upvote to help others see it as well!
GENERAL STRATEGY:
This is a very aggressive deck, so we want to look for as early of a start as possible. This means playing something on turn 1 and 2 (at least 2 if you can't play anything on 1) and then curving out from there. A lot of times, I will tempo out a Knife Juggler on 2 instead of holding it in hand to combo with a Microtech Controller, etc. Most of our damage will come from our magnetic minions since it acts as 'charge' if magnetized to an existing mech. So always try to have a mech on board, especially going into turns 4+ to hook up a Wargear, Zilliax, Missile Launcher. Because tempo is everything with this deck, I'm usually not tapping until im low on cards in hand around turns 5+.
Tips:
Against Hunter, beware of Unleash the Hounds and Explosive Trap on a wide token board and Freezing Trap against a single big magnetized minion.
Against Shaman, be cautious of Sandstorm Elemental on a board of 1/1's and playing 4+ minions. This is a token deck though, so many times we will want to go wide. If you have a big magnetized mech, either keep your board to 3 minions or go as wide as possible to reduce the chance of them stealing your big minion.
Against Druid, beware Swipe on 4 (or even 3 if they have the coin)!
Against Mage, be cautious of Flame Ward and to go wide and be under 10 total health on turn 6 (Reno the Relicologist) or if you do, make sure you have deathrattles that you can keep magnetizing onto
Rogue, Warlock - board control, board control, board control.
Warrior, you don't have to worry about Dyn-o-matic so Warpath is the strongest card to be aware of at all times
MULLIGAN:
Always Keep: Flame Imp, Mecharoo, Knife Juggler
Sometimes Keep: Plague of Flames (against Shaman), Soul Infusion (if no other 1 drop, and can coin a 3-drop into another 3-drop), EVIL Genius (if you have Mecharoo), Galvanizer (if you have 2+ mechs in hand), Imp Gang Boss (if you have a 2-drop), Microtech Controller (if you have Knife Juggler), SN1P-SN4P (if you have a 2-drop)
REPLACEMENTS:
I hope you like this deck and, as always, if you have any questions or have a suggestion please comment below (I respond to all comments)!
Watch me stream homebrew off meta decks live - https://www.twitch.tv/funkimonki
If you like homebrew off meta decks, subscribe to my Youtube - https://www.youtube.com/channel/UC5JSDPfmvo1bfpG6438Qg8w
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7- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Flame Imp x 2
- 1 Grim Rally x 2
- 1 Plague of Flames x 2
- 2 EVIL Genius x 2
- 3 Imp Gang Boss x 2
- 1 Hungry Crab x 1
- 1 Mecharoo x 2
- 1 Murmy x 1
- 2 Dire Wolf Alpha x 1
- 2 Hench-Clan Hogsteed x 1
- 2 Knife Juggler x 2
- 3 Harvest Golem x 1
- 3 Microtech Controller x 1
- 3 SN1P-SN4P x 1
- 4 Explodinator x 2
- 4 Replicating Menace x 2
- 5 Leeroy Jenkins x 1
- 5 Wargear x 2
- 5 Zilliax x 1
- 6 Missile Launcher x 1
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Comments
Caught Funki's stream and he's been optimizing this list a bit. I don't have it on me but he eschews both copies of Soul Infusion and goes for more minions. I know he's got a Murmy and Hungry Crab in there.
He's obviously way too lazy to update his list. (juuuuuuust kidding Funki)
haha you beat me to it! I just updated it :)
Is there Place for Mecha'thun?
You already run Plague/Rally and Galvanizer and having a secondary Wincondition could help against some though Control-Decks
I like your thinking! :). However, since this is an aggro deck and board control is everything so we can't really afford to have a dead card in our hand in the early turns of the game. The same reason Quest decks aren't as good without Questing Explorer or some kind of card draw - starting with 1 fewer cards in hand really hurts your overall tempo and decreases your potential options to gain control of the board. In the few matchups where you might win with Mecha'thun, you'd lose more games by not being aggressive enough.
Just tried it Rank 4 --> 5 wins in a row so far!! cool :-)
Only one change swapped out the missile launcher for an expired merchant (used once for double leeroy).
Thanks for sharing!!
Wow!! I'm glad that it's working out well for you :). Good idea on the Expired Merchant as well! Even if you dont hit a Leeroy Jenkins, another Wargear or Zilliax isn't too bad either