December #2 legend Wild renolock
- Last updated Dec 17, 2016 (Gadgetzan)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Renolock
- Crafting Cost: 11640
- Dust Needed: Loading Collection
- Created: 11/22/2016 (Yogg Nerf)
- tiny1009
- Registered User
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- 4
- 13
- 24
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
159
(Will update the write up soon)
Hi,
This is my renolock i played in wild for the first week before going to play standard again. Because of how early in the season it was I made it as hard a counter to pirate warrior as I could. So you may feel going against other control decks you don't have enough bombs, its up to you as a good ladder player to identify when the meta is slowing down and speeding up at your rank and adjust accordingly. Though I believe this deck can beat priest and other renolocks if played correctly (not enough cwar to be worth teching for).
Proof of rank : http://imgur.com/gallery/29rkL
Mulligans (in rough order of importance):
I do coaching. If you want.
Paladin - Zombie Chow, Doomsayer, Imp Gang Boss, Demonwrath, Reno, Hellfire. Most paladins you face are secret. They do not have much damage from hand so it is ok to be a little greedy with your doomsayer and how much you are catching in it. If it is not beneficial to do so, do not pop their secrets. This is not an aggressive deck and so face damage matters very little, it is often right not to attack. Not popping their secrets also prevents challenger pulling a second copy from the deck. The best answer to a challenger board is to stick something the turn before you can attack with and pop their secrets (anything small will do, they usually ignore it) then twisting nether or p.o. shadowflame. Emperor is often very good on 6 to bring these things 1 turn sooner. Play around divine favor if you can.
Priest - Twilight Drake, Doomsayer, Dark Bomb, Reno (priests know their best opportunity is to pressure you early, this can counter that), emperor if your hand is Ok otherwise, same goes for loatheb. This is the one situation where I do not play chow on turn 1, it helps them activate Northshire which can spiral the game out of control without an answer.
Warrior (These days I am mulliganing for pirate warrior) - Reno, zombie chow, doomsayer, Mortal coil if going second, dark bomb, hellfire, argus if you have good early minions like imp gang boss to use it on. Dark bomb is very crucial to kill their turn two pirate so they can't drop bloodsail cultist on 3 and get the upgrade effect. Only keep mortal coil if going second to kill N'zoths first mate, or to pair with dark bomb to kill frothing berserker, which can be very problematic.
Mage - (if freeze): Reno, healbot, loatheb, twilight drake, refreshment vendor. This match up is very close but can be improved with cards like brann and eater of secrets. As it is there are 4 major healing cards, 5 with siphon soul, and loatheb. If you can draw into Reno and healbot without tapping too much you will probably win. Do everything you can to limit the chip damage they get from early minions so they have to stretch their burn as much as possible. Stop tapping once you think you've found enough healing, pop their block as early as possible at any cost, and be mindful of how much damage they can do.
(if tempo)- Zombie chow, dark bomb, doomsayer, demonwrath (tempo mage has a large amount of dangerous 2 health minions), hellfire, Reno. As with freeze mage, the key is to limit the amount of minion damage they get in so they have to stretch their spell burn as much as possible. They do not run many large minions so do not be afraid to use removal liberally.
Shaman- Zombie chow, doomsayer, hellfire, demonwrath, Reno, twilight drake if on the coin. Midrange shaman is very powerful but also vulnerable to our clears, hellfire is very good at clearing spirit wolves, troggs, flame tongue and mana tide totems, etc. Twisting nether can be the final nail in the coffin for them if you make sure to get enough with it. You usually want to get at least a thunderbluff and/ or a thing from below. Shamans will often hold cards back until you've used your first clear so it can be wise to wait until you have your 2nd to do that. Be mindful of bloodlust but accept that you can not always play around it and it is of course a 1 of in decks that are running it.
Hunter- Zombie chow, doomsayer, dark bomb, imp gang boss, Reno. With the loss of call of the wild hunters have gotten more aggressive. Thus Reno and even healbot can be the deciding cards in this match up.
Zoo - Chow, doomsayer, dark bomb, imp gang boss, hellfire, Reno. Zoo is the opposite of paladin with respect to doomsayer. You can usually count on them having an abusive you to buff up their minions so coining it out before they 5 power on the board is often correct. If they have to use a p.o to deal with it that is usually fine. Trade with their minions as often as possible so their buffs and sea giants are dead in hand.
Renolock- Twilight drake, Emperor, doomsayer. With alexstrazsa and leeroy Combo we are very favored in this match up. Tap a lot to find them as soon as possible. Doomsayer may be a very weird keep but if you are the coin you can play it on turn 3 when you can't tap anyway (unless you played chow or something) to prevent their turn 4 expected twilight drake play. This then gives you initiative with your turn 4 play.
Hi, which card do i need to keep at start when i face druid?
So most druids are either egg druid or beast druid. Both of which look to get on the board early and snowball it. So, you want to get on the board early and start removing their stuff to make buff cards dead in their hand. Beast druid plays mark of y'shaarj and menagerie warden so these are even more reasons to trade. Egg druid plays soul of the forest and savage roar so its is very important to limit the number of minions they have on board. Demonwrath is very good against egg druid and also not bad against beast druid to kill their stealthed 3/2s. Reno is once again very good against both since you if can survive their initial aggression you can just shut them out of the game with cards like twisting nether, dr. boom, shadowflame, etc.
What should i keep if i am against rogue?
Most rogues in wild are raptor/ N'zoth so the mulligan is similar to secret paladin/zoo. Early minions are even more important in this match because you cannot count on hellfire/demonwrath to catch you up on the board since they have so many deathrattles like nerubian egg and creeper. If you can pop the egg and kill the nerubian it is very beneficial to do so. If they argus the egg or copy its deathrattle with raptor then their board will be very hard to deal with.
There may come a point where you have a shadowflame in hand but really want to save it for after they drop N'zoth. Sometimes you just can't beat n'zoth, though. Especially when it summons 2 eggs and a cairne/ Piloted sky golem. This is a common situation in hearthstone. "I can't win if they draw this card anyway so I'm not going to play around it"
I would put a Eater of Secrets into the deck. From rank 5 , 90% of my opponents were Secretpala + Freezmage + Hunter .
Just remove Mind Control Tech way too situational card.
Fair point, I actually swap in Eater of Secrets when I'm facing these classes a lot, too. But that's the nature of a tech card right? You put it in when you need it and take it out when you don't. Those classes are popular enough to make eater a core card but it feels a lot worse to drop naked compared to mc tech when your against a class that doesnt play secrets. I dont think Mc Tech is that situational anymore with almost every class that doesn't flood the board playing n'zoth. MC + shadowflame is devastating after your opponent drops N'zoth.
Its still a dead card in your hand till turn 10 , if zoo ( or disco ) lock going to flood the board you cannot play MC and pass and hope it gets a good target ( like Doomguard or atleast a decent 3/3 ) , you have to use board clear ( hellfire / wrath ) MC + Shadowflame is 7 mana ( if you draw bad u are dead against aggroish decks by turn 7 ) or u have to hold till turn 10 to be good agaisnt N'Zoth.
Yes, its a pure techcard 3 mana 3/3 is better than 4 mana 2/4 , but i haven't had a single game when mc would do better than an eater ( obv 3 mana 3/3 is better statwise ) .
Ofcorse its depends on the meta at higher ranks . Against Secrethunter/ Freezmage / Espeically Paladin Eater of Secrets is a 4 mana win the game at that point . Sometimes is as dead as an MCTech !
I removed Zombie Chow and added a Youthful Brewmaster . Synergy with Reno Jackson and N'Zoth, the Corruptor to cause infinite pain and suffering
Jaraxus ?
I don't see the point of Mortal Coil, decks with Leber Gnome and Abusive Sergeant are a joke.
+
1 mana cycle and do something is a very good card. Sludge belcher is a ubiquitous card in wild so it also helps twilight drake and shredder to trade into cleanly.
I"ll keep it in mind :)
That was awesome and well played. Really shows the value of implosion in this deck: kill something, get stuff on board to trade with next turn.
Fun deck t be sure. DO you have any suggestions against murloc pala otk? Early pressure does not work :D
€: Also I have a really hard time beating huntards, they are just waaay too fast. I am following your mulligan guide, but since there is only one copy of each card that is kind of hard. Any additional tips?
Reno combo vs murloc paladin is probably my favorite match in wild even though who wins is simply decided by who pulls off their combo first. Before the last fix to murlocs you could sometimes faceless an old murkeye after they drop the first anyfin and give them a taste of their own medicine. Now you just want to get to end of your deck before they do and find Leeroy/p.o/Faceless. This means tapping almost every turn and finding ways to empty out your hand efficiently so you can continue tapping.
If you knew it was murloc paladin it would be correct to keep emperor since he is so vital in this match. The only pressure you need to put on them is to put them at 20 so leeroy combo is lethal. If you can put more thats great because if they are dealing with your board they aren't developing their own game plan of drawing and killing off murlocs. They usually run forbidden healingx2 so save alex for after they have used at least 1. Sludge belcher, argus, and loatheb can delay anyfin lethal so I usually save these cards for the late game instead of playing them on curve.
This deck does well I would say, because I played against you twice on ladder as a midrange shaman. Really good games man. I was gonna accept your request but I thought you were salty or something. My badz. Happy Thanksgiving :)
Good games indeed, Life im guessing? Not salty, I like to spec other people in legend so I can see what the meta is like.
Yup, that's me. If you wan't to spec each other sometime or see what the meta is like/try out some cards, I'll leave my tag. Life#1617
Very interesting deck, I run this with a few changes:
-faceless/leeroy combo for + void/mal'ganis combo
Reason: People in wild have essentially forgotten about mal'ganis and there's not enough big minion removal (BGH)
-power overwhelming and zombie chow for + sunfury protector and brann
Reason: They are stall/removal/trade cards. You are wasting too much synergy without having brann in this deck (boom, healbot, earthern, twilight)
-alex for Jarraxx
Reason: This is change I feel most strongly about, the wild meta is much slower, it does not make sense keeping a card out (jarraxx) that counters 1/3 of the classes in this game. Any slow/control decks and anything priest/war gets greatly shifted in your favor with this one card. Also, void summoning jaraxx into a defender taunt will yield auto conceed from face decks.
I'm currently at around 80% win climbing from rank 15-9 a few weeks ago
Edit: forgot -Leotheb for +craine for N'zoth synergy. Play shredder and craine on curve for tempo and to bait removal, big N'Zoth later.