Here is my updated Hogwarts Zoo v.1.2:
STARTER: Professor Minerva McGonagall
x1 Madam Pomfrey
x1 Argus Filch
x2 Through the Arch
x1 Riding the Centaur (All I Have For Now)
x1 Candy Cart (All I Have For Now)
x2 Cage (may take out for lessons)
x1 Forbidden Corridor
x4 Steelclaw
x4 Picking On Neville
x3 Lost Notes
x1 Table Trouble
x4 Quintaped
x4 Cunning Fox
x3 Unicorn
x3 Doxy
x2 Hebridean Black Dragon
x2 Marble Gargoyle
x1 Hedwig
x1 Black Bat (All I Have For Now)
x21 COMC Lessons
I really like the general feel of this deck. The purpose being to use and build a creature advantage so you can really get your opponent in a bind. The general Idea of this deck should be too hit them fast and hit them hard and just keep pounding them. Let's see what we can do to help you with this advantage. By the way you had 63 Cards in your deck, remember that your deck should only have 61 cards in it.
Characters:
I really like your choice of characters. Pomfrey for her healing, Filch to deal with pesky adventures. I would leave this exactly how it is.
Adventures:
I really think you need some work here. I really don't think Candy Cart is going to help you out that much, but I really like Through the Arch and Riding the Centaurs, So we might want to increase their ability.
Locations:
I really don't think you need this card, and we're going to toss it out because I really don't think you'll be playing it that much.
Spells:
I would say this is pretty much where you want it to be. Unless you're going to be running into a lot of Draco Slytherin Decks that table trouble seems like overkill, but I do like its potential, but in this deck, lets just add an extra Lost Notes to help you out.
Creatures:
When it comes of creatures you should be thinking of a bell curve, what is the lost creatures you're going to play, what's the highest level of creatures. Then somewhere in the middle should be the most creatures you have. With this deck I see you hovering around the 5 mark w/ lessons, which should be good, but I wouldn't advise putting in any creatures over 6 power. This will let you get a lot of creatures out and lay it to them.
Items:
Many people don't like the idea of Cages, but this card is the one card you have to rid yourself of any huge creatures that pop up over on your opponents board, most fearful would be the dragons, so I would suggest keeping this in.
Here are my changes:
Adventures:
+1 Through the Arch
+2 Riding the Centaur
-1 Candy Cart
Locations:
-1 Forbidden Corridor
Items:
+1 Cage
Spells:
+1 Lost Notes
-1 Table Trouble
Creatures:
-1 Quintaped
-2 Cunning Fox
-1 Unicorn
-1 Doxy
-2 Hebridean Black Dragon
+1 Marble Gargoyle
+2 Black Bat
Here is the final Deck:
NAME: Hogwarts Zoo
1 Prof. Minerva McGonagall
1 Madam Pomfrey
1 Argus Filch
3 Through the Arch
3 Riding the Centaur
3 Cage
4 Lost Notes
4 Picking on Neville
4 Steelclaw
2 Doxy
2 Unicorn
3 Marble Gargoyle
2 Cunning Fox
1 Hedwig
3 Black Bat
3 Quintaped
21 Care of Magical Creatures
This deck should play quick and it should play fast. Use what Items and Spells you have to slow your opponent’s development and hopefully deny them from having creatures in play. Get your creatures out fast and let them do their thing. The Adventures should help protect you from whichever threat your opponent attempts either Spells or Creatures. Good Luck playing this deck. I’ve used a deck very similar to this with wonderful results and I’m sure you’ll find the same.
Lockhart.