Zoo light isn't going to consistently get you 20 wins in weekend ranked, but it sure is fun to play. If your board gets shutdown, you can just concede by turn 4 or so, but when you start rolling, it's a ton of fun.
Gamplay
I'm putting the gameplay vid up first, and then I'll go into detail after. The game is admittedly stomping a F2P deck, but this is about fun anyway.
For the mulligan, I settle where I did because with only 1 redraw left, the cards weren't bad planning to play 1 mana, 2 mana, and then pip 4 mana.
The plan changes when I draw one of the combos my first two turns.
The Deck
Deck Code:
GU_1_3_CBKBCYBCYIChBEMBEMCBNCBNCBaCBaGBWGBWGBVGBVBEXBEXCBhCBhCBHCBHCEdCEdICYHAMHAMBGPBGPICHICHCBM
Yes, the deck would be better with High-Born Knights, but I don't own them.
Basic Idea
The basic idea is to get healing creatures out behind frontlines. Pretty simple.
Accomplishing this all but guarantees board control, which is what Light desperately needs. If you get behind on board control, just concede, but as the gameplay vid demonstrates, once you're on top, you win.
Mulligan
Best: Relic + Pyramid Warden + Field Nurse
You play Relic turn 1 and then Pyramid Warden + Field Nurse turn 2 and win the game. Otherwise, the deck is full of low cost creatures, so you can usually get a decent opening hand.
You definitely want a relic in your opening hand, and if you get it, you want to equip it turn 1 basically every time (going first or second).
Card Draw
Honestly, I think your average zoo light deck is missing card draw. Fortify is $0.44. I could even see adding a Thaeric Blessing.
With a combo deck like this, having cards that draw more cards is key to getting your combo pieces. Consider Thaeric Blessing compared to Death's Brimstone. Even with nothing on the board, you pay 1 mana to draw a card but don't take damage. I prefer Fortify in this deck. It fits the theme. 3/10 Guild Enforcer anyone?
Combos
The main one we covered: tough frontliners + cards that heal them each turn.
Here's another:
Not a bad turn 1 combo. Also, remember that Field Nurse heals every turn (not just yours). With this combo, you are basically sacrificing the 1/2 Field Nurse (which they will prioritize) leaving you a 2/3 hoplite. Still, that's 3/5 worth of stats early.
Another:
Asterius is the only 6-mana creature we have, so he becomes the chosen one. Even without heals, you can just about guarantee that Kadmos takes 2 hits to kill. Unless a Mage hits you with Wyrmbreath or similar, Asterius gets armor. This combo isn't too big a deal. It's a nice bonus, but both cards are good on their own.
Conclusion
It's a snowball deck. Like buffing porcupines and other snowball decks, it's not going to be leading weekend ranked, but they are fun!