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.
Im probably going to try this particular list to reach legend in Wild on EU from rank 4/3
feels like this is very strong against aggro, but how would you rate it against Renolocks and midrange shaman atm ? (in Wild)
Hey,
Great decklist! finally made legend for the first time! i was stuck at around rank 2-3 with pirate warrior and switched to your deck, did wonders!
1 notabele change i made was to remove dark peddler in favour of sacrifical pact and it was a great inclusion in my opinion! It made the mirror match a joke, i faced 6 renolocks in total and 3 were killed with sacrifical pact (lure out jaraxus by 'wasting' your combo to soon after the first reno, after sacrifice them!)
furthermore, it is also great as a lifesaver, in the pirate match up you can sacrifice the demons spawning from the imp gang boss or implosion imps to get you that bit of extra life, and lategame you can use them in your infernals. surprised how flexible the card is actually, allways thought of it as a meme card ;)
just my 2 cents, keep up the good work!
That's awesome, well baited! Dark peddler definitely has been nerfed slightly with new 1 drops like weasel tunneler and patches reducing the chances you get something awesome like mortal coil or soulfire. I think sac pact is kinda weak if your only ever using it on your own stuff but if there are a lot of other renolocks running jrax that might put it over the top.
I think that as long as i am facing the mirror match often enough i'll keep the sac pact. but i am going to try and swap it for either loatheb or even nzoth to give it more lategame power, We'll see how it performs, hope to face you in the ladder ;)
This list is so solid right now, didn't expect less from my buddy :) I'm starting to love Second-Rate Bruiser
Np dude, I love wild deck building. Wish more people would play, especially at 5 to legend.
MY man,
I was struggling at rank three all week with a different renolock list losing hope I would ever make it to legend. I ended up switching between aggro pirate shaman, rogue, and warrior. That got me to rank two, but I soon plumetted to the tilting depths of rank four. I decided it was time to give Warlock another shot and stumbled across your deck which had the notable inclusions of zombie chow, bruiser&belcher (instead of just one), and healbot. After a nice little win streak I lost to priest twice in a row and decided that jaraxxus was key to that matchup while nzoth was not winning me games so I swapped the two. I then proceeded to go 20-4 last night hitting legend for the first time so I could lay claim to that ugly status symbol of a cardback.
I just want to say thank you for posting your list. Here are a few comments justifying your picks as well as my one change.
Zombie Chow and Mistress of Mixtures are both essential to deal with aggro and establish a board presence while greatly increasing the chances of a decent mulligan. I ran a version with voidwalker, but after trying your list realized that zombie chow was vastly superior. One attack and taunt only postpones the inevitable because often times they trade and is doesnt kill their minions. You really need two attack to deal with buccaneer and troggs/totems.
I tried versions with shadowbolt over darkbomb, and I can confidently say darkbomb is the better choice. Shadowbolt is good for golems and frothings, but it's just too slow.
Having both Bruiser and Belcherin the deck gave me reliable taunts I could draw. They stopped lethal from pirate warrior and shaman very often while I stalled for heals and boardclears.
Running Leeroy/faceless combo is an essential win condition against control. I tried a greedier, non-combo list that just didn't have the damage output to end games against priest and other renolocks.
I also can't stress enough how important Jaraxxus is in this deck against priest and am shocked you took it out. It is another win condition if you have to faceless a taunt or use power overwhelming&shadowflame to clear a board. If you nzoth they will likely have lightbomb/kazakus clears waiting to demolish your hopes and dreams. Against aggro the game has already been decided by turn ten anyways. Jrax even saved me a few times from losing to spell damage when I had taunts up and waited for heals that never came. I would strongly encourage you to update the list with that inclusion.
Proof of legend:
http://imgur.com/YgnSrZN
Thanks and congratulations on getting legend. I will try with Jaraxxus in there over N'zoth.
Edit: Did some testing today (the 16th), the meta definitely seems to have slowed down and Jaraxxus has become better, good call!
Glad to hear. Thanks for testing it out, providing feedback, and keeping the deck updated.
Congrats on creating such a successful deck. Merry Christmas!
This deck dies to Aggro Warrior and other Renolocks so hard, you can't afford to keep a Voidcaller in your hand vs aggro and you're missing several "speed bumps" like Shadowbolt, Deathlord, Refreshment Vendor and at least two tech options like Sen'jin Shieldmaster or Second Rate Bruiser. What's the point of sacrifing a Void Caller for a Krul or Jaraxus when you want to play them for their Battle Crys, and how is vommitting your hand onto the board an effective win condition vs any other control deck?
Krul isn't meant to be a card that is played in your deck, he just adds value to a Kazakus potion by being an RNG outcome for the "add X demons" to your hand option. The only Demon really worth summoning off a Voidcaller is Mal'ganis, if you want the Demon synergy then you just play 1 Voidcaller and 1 Mal'Ganis in the N'zoth lists and then you either luck sack your Mal'Ganis onto the board or you eventually N'zoth for your Voidcaller after you've drawn Mal'Ganis and protect yourself vs a full board clear.
Every Renolock deck is a N'zoth and Kazakus deck in Wild or you lose the mirror, Jaraxus is pretty much suicide vs any other Renolock running Leeroy/Faceless.
Like i said below, its just a fun list that specifally tries to make use of kruul, its not whatI used to climb. I'm #3 on NA with a renolock with deathlord and nzoth if you want that list.
Wow! Interesting deck with a particular guide. +1
So I checked out the weekend wild decks and thought I would give yours a try. Made a couple of changes though. Dropped Blastcrystal Potion, Zombie Chow and Voidcaller. Never run two copies of anything in a Reno deck. Don't need 2 low drop heals and you might as well heal yourself and Blastcrystal Potion is only ok.
Added Mal'Ganis, Siphon Soul and Kabal Trafficker. More demons and better removal.
Also Kazakus instead of Imp-losion. Can do the same thing except better.
Personally I take Dread Infernal over Trafficker, but I like your substitutions. I think blastcrystal will find a way into the deck but I'm not sure where. The only thing I'd object to is your comparison of imp-losion to Kazakus. Kazakus doesn't do the same thing, is sometimes much worse (at doing the same thing), and costs more mana. I don't disagree with the substitution, as Kazakus is much more flexible and powerful later, but it's incorrect to say it does the same thing better, sometimes it can do the same thing better for 1 more mana. It can be very important to have the consistency.
Even with Mal'Ganis making a deck around like 3 demons for a super clunky synergy ( + 2x voidcaller still fk you up ) and you cannot play doomguard from hand , only voidcaller can pull him out .
Even if its happen -1 demon synergy . I think even leeroy combo is stronger and more consistent than this .
Even the dream happens and you pull out everything , still weaker than leeroy combo who is a 20 dmg burst from hand with CHARGE .
This develops board , does nothing more (N'nozth doesthe same , without this clunky Demon Synergy ) , unplayable from behind + Without Mal'Ganis the entire deck makes no sense since that dude make your character immune while it lives.
I'm not saying the deck is bad , but its "overcomplicated around demons" for no reason .
sucks dick bruh
if you want the most competitive deck you can look up any pro's list. This is more meant for fun and not serious climbing. If you want my opinion on a good list look at stancifka's.
Umm... three of them, including Lord Jaraxxus. I don't think that's a lot. Anyways, you have some Imps there so I'd add Mal'Ganis and Crystalweaver, and you even have Brann there so Kazakus is a must have, it even has synergies with Krul.
So is Krul 100% in this deck? I was just wondering if I need him for sure before crafting him.
Soooo Demonlock without Mal'Ganis?