Zoo is an extremely aggressive aggro deck that utilizes low- cost
, self- boosting creatures
along with burn
and utility spells
. It's main strategy is to simply beat its opponents into submission before they can actually get anything going.
Your average zoo list used to look something like this:Spoiler:
It's a fairly straight-forward deck so there aren't all that many interactions to explain. The main ones though are these: Knight of the Reliquary
+ Fetch lands
: Knight of the Reliquary
can easily become very large, very fast. By continually dumping fetch lands into your graveyard or sacrificing lands to the Knight
you can have a 5/5 or 6/6 creature for
fairly early in the game.
Turn one Fetch land
into a dual land
followed by either Kird Ape
or Loam Lion
(or in the past, Wild Nacatl
) meant that you had a 2/3 creature on turn one. That puts your opponent on an extremely short clock and you could conceivably kill them by turn four or five.
Other than that there aren't that many interactions in a regular Zoo deck. People used to use Punishing Fire
and Grove of the Burnwillows
in some variants but with Punishing Fire
now banned, there isn't really any point in explaining that.
There are other variants of Zoo such as Tribal Zoo
, Dark Zoo
(Jund?), etc. They're all pretty much just variations of a basic Zoo frame. I don't play Zoo, so I'm probably not the right person for explaining this. You might poke around the Modern forums for Zoo decks or maybe check out a primer somewhere for a more in depth analysis. Anyway, hope that helps.