Originally Posted by
DukeDemonKn1ght
Zoo is a bad match-up, but it's not unwinnable. In my mind, there are two basic variations that do better than the rest of the twists on Merfolk do against Zoo. These are the mono-blue, 12 lords + heavy mana denial plan; and the "splash white" plan.
I believe the white splash is truly the best variant you can run as far as the Zoo match-up is concerned. This is because they don't run any mana disruption, so you can rely on having white mana when you need it, and you get to play 8 spot removal spells in games 2 & 3 (and 4 maindeck StP in game one). Also, White offers a lot of other stuff that's fairly viable against Zoo besides just StP and PtE: Absolute Law, Jotun Grunt, Burrenton Forge Tender, etc. I'm sure there are a few things I'm forgetting.
Anyways, the mono-blue mana denial plan with 12 lords also seems to work well, but I feel that Zoo is one matchup where it is actually less consistent. With this build, you not only need a pretty fast opening hand to be able to match their clock, you need to have mana disruption at key times and be able to clog their hand. If they get a fetch off and get the basic land they need, you might just be screwed.
I don't think Jitte is worthwhile in this matchup, and if you want to hear a bunch of argumentation about this particular subject, it's in there somewhere in this thread. I don't feel like reiterating.
EDIT: Also, the only deck that Sea Sprite could possibly belong in is Faeries, and I've noticed that no version of that deck uses him... So draw your own conclusions on that one. :wink: