That list looks... bad. Or rather, it looks like it's incredibly inconsistent and adds very little to your game even when the draws do work out.

Speaking of inconsistency, I fished out 20 hands on www.deckstats.net with my Zoo listing and had 11 mulligans, almost entirely for lands. I mulled 1 hand that was 2 lands, 2 QPMs, a Flame Rift and a Tarmogoyf. I felt like 5 was going to be better than that. Here's the breakdown:

T3: 8 (2 mulls)
T4: 11 (3 mulls, 2 double mulls)
T5: 1 (double mull)

None of those included Fireblast, sadly. Deckstats was not being generous to me on my fishing.

As I've said before, the key to playing Zoo in Legacy right now is speed. Speed is important because the combo decks are not going to give you more than 3 turns to beat them. Being a turn 4 aggro deck is simply not acceptable when we have little to no main board disruption. To this end, I've been working on streamlining the deck. While Tarmogoyf and Qasali Pridemage are necessary evils for dealing with midrange decks (where their Tarmogoyfs will otherwise brick you), I've changed the focus of the deck to maximizing the damage the deck does in the first 3 turns. These are the critical turns against combo. If you do enough damage to storm early, you take away the Ad Nauseam plan and force them to try and go off with IGG or split and rush a Tendrils just to gain a buffer for a second attempt. If you do enough damage against Show and Tell, you can ideally untap and simply finish them with burn. Since most Show and Tell listings are running Misdirection, you're generally hoping for Emrakul, rather than Griselbrand, so that you can swing through them if they have the turn 2 Emrakul; you have to count on at least 1 burn spell being sent back at you or countered. Against TinFins, there's little that you're going to do about a turn 1 combo, but again, on the slower combos, the early damage is massively important; if you can cut them off from 7 cards, that's good. Cutting them off from 14 cards is even better.

This streamlining makes the deck weaker against midrange and control; your threats are not as good, standing alone, as they would be in a more traditional build where you have access to value creatures like Grim Lavamancer and Scavenging Ooze. You're not a glass cannon, by any means, but the matchups skew away from you with this build. However, I still consider it to be the best Zoo build out there right now; by virtue of its speed, it seriously punishes greedy keeps by your opponents. Unlike combo, which will also punish slow keeps, Zoo does not rely on any single lynchpin to function. Against combo, a counterspell buys a turn or more. Against Zoo, a counterspell buys up to a turn. Also, the available board hate against us is far less devastating than the hate available against combo.

4 Hidden Herd
4 Wild Nacatl
4 Goblin Guide
3 Vexing Devil
4 Tarmogoyf
3 Qasali Pridemage

4 Lightning Bolt
4 Chain Lightning
3 Boros Charm
2 Reckless Charge
2 Flame Rift
2 Fireblast

4 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
3 Taiga
3 Plateau
2 Savannah

Sideboard
3 Red Elemental Blast
3 Rest in Peace
2 Silence
2 Krosan Grip
2 Choke
2 Mindbreak Trap
1 Ravenous Trap