[74% Winrate] Combo Renolock
- Last updated Jun 9, 2016 (Old Gods)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Renolock
- Crafting Cost: 4560
- Dust Needed: Loading Collection
- Created: 6/5/2016 (Old Gods)
- DaDragster
- Registered User
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- 2
- 5
- 14
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Region:
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Total Deck Rating
46
Hello all,
I created this deck the day before the season ended for a quest and I won from Rank 9 to Rank 3 just in those two days. I currently am 10-2 this season with the deck and am just dominating the ladder with it.
So the premise is simple, stall until you have Leeroy Jenkins, Faceless Manipulator, and Power Overwhelming, and combo your opponent down, or just beat them down and use those cards as tools.
Personally I have won a lot more games with just Leeroy and one of the other pieces because they appear more regularly separate than together.
**UPDATE**
v1.1: Dropped Ancient Watcher for Shadowbolt
v1.2: Replaced Bane of Doom with Azure Drake. Similar mana costs and have found along with lots of others that Bane of Doom was useless. It worked a lot better before standard and it was replaced with a spell damage buff. Sen'jin Shieldmasta might work better depending on your matchups. If you have a better idea I'd love to hear it!
Play style:
I have always been a Handlock lover, but with GvG's introduction it hurt the deck so not as many people used it. Then League of Explorers was introduced and people made a lot of Reno Jackson decks, and a nice little bonus with this deck for Reno Jackson is there are a lot of different styles to include. This has the Standard Handlock cards such as Lord Jaraxxus, Mountain Giant, and Twilight Drake. Molten Giant was not included because if you are at 5 health to get the most value, you are already dead.
Will write a full Mulligan Strategy and Yada Yada when this gets enough upvotes but for now the only important one is to know when to use your Hero Power and knowing what opponent means what number of health is safest.
This means when you are going against a hunter, and it is turn 5 and you can tap followed by Mountain Giant to get that yummy value, but you do not have any means of health gain in your hand, and your opponent has a board, then it may not be a good idea to Life tap because you just die faster. A good way to know what not to do is to play a wide variety of decks and know what they want you to do, and I have played enough Hunter in my early days to know that when they life tap you get happy.
So this deck is very good against all sorts of decks and is currently 26-9 with a winstreak still. From what I have seen, there is no clear counter to the deck besides just getting Tempo'd out.
Statistics (Can't get the image but this will have to do) Updated 6/9/16
Druid: 3-1 Hunter: 5-2 Mage: 3-0 Paladin: 0-0 Priest: 5-1 Rogue: 4:1 - -Shaman: 7-7 Warlock: 8-3 Warrior: 11-3 Total: 46-18 (72%)
Here is a shortened Mulligan/Strategy, will update when I have more time. (Pardon my lack in intelligence for using those fancy links)
Druid: This matchup is sort of weird because you can't really tell if it is C'Thun or Token or Fandral or the million other choices. But in this case I would Mulligan for Mountain Giant, Imp Gang Boss, Twilight Drake, pretty much anything works here. Druid seems to be passive atm and does not threaten too much early on. It is really nice to not have to deal with Combo anymore so the only thing is just not getting run down. That is why mulliganing for early game maintains your board so you can do whatever you want with the board. Fairly easy on paper.
Hunter: This matchup is hard/easy. If you mulligan for early game, such as Ooze, Imp Gang Boss, Flame Juggler, Doomsayer, Twilight Drake, it doesn't sound too hard, if you see a hellfire or demonwrath, keep it, you never know what can happen to your board. If good ole Reno is in there, take it. The only way I would keep a Mountain Giant in my hand is if Reno is right there with it. Mainly the strategy is straightforward. Stay alive. Turn 6 or 5 with coin It is very ideal to play Sylvanas as soon as you can, Savannah Highmane is very hard to deal with and Sylvanas is amazing in taking it. Go ahead and ruin the combo if you need to Power Overwhelming her and take the Highmane right off the bat.
Mage: Now the odds of it being Freeze are sort of low, more of a tempo based mage is standard these days. Freeze mage is burning your opponent down with little minions, keep a siphon for Antonidas, and only play Reno if you are going to be below 16 health, or ideally directly after an Alex. Cult Apothecary can only get a little health, too small to be substantial, so you can tempo drop him. And if all else fails, save Brann and Earthen Ring Farseer for a last resort heal. Tempo Mage is similar to Hunter. You do not need Reno in your opening hand but it can be nice. Otherwise just go for early game and you can be fine.
Paladin: I don't actually think I have played a paladin since I made this but keep your early game, out tempo your opponent and go for value. If it is N'Zoth, save Sylvanas for Tirion. That is very key. It is not easy dealing with it twice and just once can win you the game because when he plays N'Zoth, he shouldn't have any serious taunts. Then the combo destroys him. Spellbreaker I guess helps against Tirion but lets be honest, if you can have a Tirion or have to deal with a 6/6, what would you do. Agro Paladin is just stay alive and clear board. Its not too hard since you already Mulligan'd for the early game.
Priest: This is quite simple, So simple I might even keep Lord Jaraxxus in my opening hand because that is the only step. Save Lord Jaraxxus and play when their board is empty. Then just slowly beat him down. Otherwise go for Twilight Drake and Mountain Giant. In this aggressive era, it is doubtful they have two Shadow Word Deaths.
Rogue: This is hard, but winnable. Mulligan for early game and do not play minions with a full hand, unless it is two of. That is like you playing a 10 health Twilight Drake or 3 Mana Mountain Giant, all this does is gives him a free mill. Sap is deadly in handlock because it can mill. That is why a value tap can be crucial if they plan on ending your dreams. Otherwise on turn 5 ish make sure you have a 4 attack minion, (favorite is ancient watcher, they never touch that), and shadowflame that sucker when he plays Gatgetzan. Watch your life total as well. Might be smart to save an argus if you need to because Leeroy is not only a Warlock tool ;).
Shaman: Hard, but winnable once again. Mulligan for Reno Jackson, Ooze, and Hellfire. That is the tools necessary to win. Keep any of those but if you get a Doomsayer, Twilight Drake, or Imp Gang Boss or Dark Peddler, just keep it. Anything to annoy your opponent and stall is very very very important. This is not really hard actually just more of a draw thing. 99% of the time I swear they have tunnel trogg into Totem Golem and you can't win them all. Doomsayer is so sick in this matchup though it an win you the game on the spot.
Warlock: Certain it is Zoo. Willing to bet. Mulligan for any of the following. Peddler, Imp Gang Boss, Hellfire, Doomsayer, Flame Juggler, Brann, Twilight Drake, Earthen Ring, or Cult Apothecary. Heck with it, through in Reno too. Its why we have it. Just keep his board small and your board strong. 11 health is what I'd call safe in this matchup so stay above that. Dread infernal is so boss in this matchup because it clears those 1/1's so nicely. Also, if you have a 2 attack minion and he plays a Darkshire Councilman, attack him in there if you have Hellfire. Spellbreaker his Councilman too. A 1/5 is really just a board space at that point.
Warrior: Hard/easy. Just don't be dumb. Mulligan for early game sort of, not to the Hunter or Shaman extent but like Twilight Drake and Mountain Giant just help a lot. Reno is nice to keep in opening hand. Warrior can pile on the damage quick and Reno can save you. Sometimes people play an agro warrior too which gets destroyed by Reno. Otherwise play Jaraxxus on an empty board only and keep health high to avoid Grommash. And it only takes once to realize that Worgen+Charge+Inner Rage+ Faceless is a lot of damage so be warned,
Good Luck with the deck because it truly is amazing!
Just don't over extend against decks with hard board removal and try to play around their common tools ex)shadow word death. Some decks just need time to getting used to how to play. And I think I played against a cthun rogue once maybe and to follow against any cthun matchups you just need to keep the board and the game is yours. And against Reno decks you should try to use the full combo to win. A 20 damage combo is hard to play around so if you keep the board steady while having them at 17-20 health, they won't find a need to Reno because people are really greedy with it.
Is there any replacement for leeroy? I dont realy know how you would use him in this deck and i dont realy want to craft him.
Leeroy is one of the main cards in the deck, you stall and than finish the opponent with a combo of Leeroy Jenkins, Faceless Manipulator, and power overwhelming
do u have to keep ur power overwhelm? cause i find it realy useful with shadowflame.
If you can save it, it is recommended ~ But it is expendable if you feel like you can outlast your opponent which is very possible with this deck. Feel free to use it if it is beneficial in a situation like with shadowflame.
Usually, after control warrior pulls out Justicar, it's gg. Not with this deck! I love coming at them with 28 burst damage, and actually lasting until the late game to pull it off thanks to Reno. I don't even get to use Jaraxxus most of the time, which is a shame as he's the coolest card in the game.
hows swappin an abusive wit sunfury and is bgh good in this deck
I would only tech him in if you're facing a lot of slow decks. Personally, Siphon Soul has been sufficient for me.
Great deck, 5 games and no losses yet!
Wouldn't it be better to replace Dread infernal with Geddon since it's 2 damage aoe?
Not really a fan of Geddon in this deck. Sometimes it can be beneficial but usually the 2 damage is not as necessary. I also like the 6/6 body over a 7/5. I originally had dread in with void caller as synergy but I found it to work nicely. You can try it and if it works out let me know!
Personally, i think that inferno is interesting choice but not sure if it works. I assume that meta needs something cheaper or cairne so it can handle the board. Btw have you tried to put here nzoth + cairne?
Just played my first game. Imade SO many mistakes but I still won due to the priest having no cards in his hands. one question..what can I replace demonwrath with?
You can't actually craft it unless you have that blackrock wing bought
wht do i mulligan for most of the time?
Just made a guide, usually use common sense if the deck is not up there. ex) Fatigue mage vs Freeze Mage. Or Midrange Hunter vs Face Hunter. They are all similar and it doesn't hurt to have early game in a control Matchup.
Thank you very much! Finally a good deck.
Means a lot!
I have indeed tried Alex in numerous Reno Jackson Handlock decks similar to this one. Those on the other hand were not Combo orientated and used Alex as a surprise heal or like a turn 9 instant kill if I had enough damage. Alex performed very poorly there because it was not consistent enough to work every time. In this deck, maybe it can work thanks to Power Overwhelming as another burst card but I cannot see it work. I see that your intention would be like a two turn kill, but most of the time, (I say most because it truly is most), your early on minions such as Twilight Drake and Mountain Giant and every other minion you play can peck them down. Most of the time I even use a form of the combo is when they are at 10-12 health, if you really want to include it maybe replace for Ragnaros the Firelord.