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Author Topic: Zoo deck still powerfull ???  (Read 1645 times)
Bibi
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bibi@bibi.hn.org
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« on: August 11, 2004, 02:35:12 am »

Hello,

I am working on a Zoo deck, maybe you could help me to have it more competitive Smile

Mana base :

        1 Strip Mine
        2 Wasteland
        4 Taiga
        4 Tropical Island
        4 Volcanic Island
        4 Wooded Foothills
        1 Lotus Petal
        1 Sol Ring

Creatures :

        2 Gorilla Shaman
        3 Quirion Dryad
        4 Kird Ape
        4 Serendib Efreet

Boost :

        4 Rancor
        4 Unstable Mutation

Draw :

        1 Mystical Tutor
        3 Brainstorm
        1 Wheel of Fortune

Others :

        1 Fork
        4 Force of Will
        4 Lightning Bolt
        4 Fire / Ice

No sideboard, I have to work on it with your help Wink

There is no combo, usually Quirion Dryad power grows up very often, with the unstable mututation and rancors.
Normally I used to play 2 berserk in this deck, to finish quickly the opponent.
You have enough blue cards to play FoW.

I think I should remove 4 dual land to play basic land,.
What do you think I can do to improve the deck?
Cards I may add/remove?

Thanks for your help
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Loth
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« Reply #1 on: August 11, 2004, 10:11:29 am »

hi,
i think zoo, (but all unpowered deck in general) MUST play only 2 color.
So, i think it's better thr r/g version.

Mana Base
4 Waste
1 Strip Mine
( This it's a must, mana denial in an aggro deck is perfect)
4 taiga
4 Wooded Foothills
2 windswept Healt
3 Forest
2 Mountain
1 Lotus Petal
21

Creature
4 Kird Ape
4 River Boa
3 Wild Mongrel
2 Gorilla Shaman
13

Spells
4 Rancor
4 Linghting Bolt
4 Incinerate (preferred to chain lightinig to escape from chalice set 1)
3 Null Rod

49 Cards.
there are 11 free slot. in this slot you add card for your metagame, if the mata is full of artifact deck you can put artifact mutation, naturalize, R'&'R if there are some combo you add some pyrostatic Pyllar...
if there are control deck hidden gibbons is a great choice
if there are some hulk-smash Maze of Ith is the perfect Card

Other nice Cards
elvish spirite Guide
it provide you acceleration for cast null rod or pyrostatic pyllar at 1° turn

SkullClamp.
It's a small draw engine. You can eat crature you don't need or equip a crature for a chump block to draw 2.

Bye
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AngryPheldagrif
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HunterKiller403
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« Reply #2 on: August 11, 2004, 05:22:52 pm »

Quote
3 Wild Mongrel


There is absolutely no reason to run these outside of a madness engine. At very least you're going to want some Rootwallas. Or else you're just running a 2 mana beatstick sans evasion, protection, disruption or any useful ability short of card disadvantageous growth.

Quote
Skullclamp


Skullclamp in an aggro deck is going to let you trade a useful creature for a bigger hand. And you know what they say, "A beatstick in play is worth two in the hand." (Or something like that, ya know)

Also, being unpowered etc, this belongs in the Budget Forum.

[edit]Moved from the Budget Forum? Now I've seen everything Confused
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CoBra
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« Reply #3 on: August 12, 2004, 02:38:47 am »

Quote from: AngryPheldagrif
Quote
3 Wild Mongrel


There is absolutely no reason to run these outside of a madness engine.

Well, Mongrels can easily, provided they are enchanted with Rancor and/or equipped with a Skullclamp, inflict 7/9 damages, and they're a menace opponent should never understimate: altough suboptimal in a non-madness deck, its controller may be willing to lose a couple of useless cards from hand to keep it alive, so a single burn may not be enough (and it feeds Lavamancers too). Maybe a Keeper Player will think twice before blocking it with an Exalted Angel: if he does Zoo player could kill the Angel, elseway he risks lots of damage. Against deck that use Life as a resource to be spent (Using Skeletal Scryings, Necropotence, Bargain and so on) a single, pumped-up mongrel can be a big problem to deal with.
I repeat, i do admit that it is not the optimal choice, but the simple potential it has is worth at least a chance

Quote from: AngryPheldagrif

Skullclamp in an aggro deck is going to let you trade a useful creature for a bigger hand. And you know what they say, "A beatstick in play is worth two in the hand." (Or something like that, ya know)

That's because you look at Skullclamp and you see a draw engine that kills one of your creatures every time is used.
Just look at it as an empowerment that nets you two cards if the creature dies. Don't be greedy. You don't have to sac your own creatures to draw cards.
Skullclamp turns a 2/3 kird in a 3/2 that will make you draw if killed (And, as well as Rancor, is a reusable resource). Attack me: shoul I take 3 damages, or block and kill it, knowing you'll easily draw at least another one menace, if not two? "A beatstick going to the graveyard is worth two in the hand."  Wink
Obviously, one should know when to use it and when not to and, as I said, not to be greedy: Zoo is not meant to play towards hand size, it has to be a secondary effect. This, of course, leads to the need to run a bunch of 2+ toughness creatures, like said Kirds, Mongrels, Skyshroud Elites, Hidden Gibbons and so on

As usual, my 2 tokencents
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From Italy - Sorry for my bad english
CoBra aka Gelfrutto Illuminato
Gelfrutti Team - Rogue Decks To The Bones
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