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RenoLock Variations

  • Last updated Jan 3, 2016 (Explorers)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 6440
  • Dust Needed: Loading Collection
  • Created: 12/28/2015 (Explorers)
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  • Battle Tag:

    Mart#1602

  • Region:

    EU

  • Total Deck Rating

    1000

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Intro


The idea behind RenoLock decks

If you want to understand the fundamental approach of all RenoLock variations you have to compare the existing decks and find out what they have in common first. This core of cards then leads to a general gameplay approach. This paragraph will therefore list the core cards for RenoLock first, before mentioning the different decklists out there. This is meant to be an introduction for new players with this kind of deck that either want to try it out themselves or having trouble playing against it.

The Core Card Reno Jackson
By now, you have probably noted that the word Reno has appeared quite often already. To be short: for a good reason. This card was designed to give control decks a better answer to the very aggressive meta we had before the adventure of LoE. The obvious benefit of gaining up to 29 health back for 6 Mana is absurdly strong. Using Reno Jackson in Warlock decks is efficient for several reasons:

  • [1] Life Tap: Paying 2 health for drawing a card has always been regarded very strong. Now, you can draw even more and cycle trough your deck easier.
  • [2] Handlock: The standard Handlock benefits from losing health (and gaining cards) in order to put out heavy hitters such as Molten Giant or even a strong Twilight Drake.

That being said, Reno Jackson is the very core of this deck. In order to ensure his value, RenoLock variations relinquish the benefits of putting two copies of a card into their deck, thus only running one copy of each card.

TLDR: RenoLock Variations only have one copy of a card in their deck to ensure value of Reno Jackson.

Additional Core Cards
The following section will list all cards which are found in either all or all, but one of the compared Reno Decklists and, therefore, can be regarded as core cards. If you play against a RenoLock expect these cards to be played.

 

General Gameplan
Let's have a short look why those cards above are essential to RenoLock.

Note that keeping Reno as long as possible gives you more time to tap (and finding answers). However, be aware of the potential damage a class can deal in on turn (Mage, Hunter, Druid)

Another Core card card helps stabilizing in combination with another card: Brann Bronzebeard. Let's have a look at possible combinations:

  • [1] Dark Peddler: Discovering two 1-mana cards usually gives warlocks tools to deal with the situation. Remember that class cards are 4 times more likely to be discovered than neutral cards. You want to get:
  • [2] Twilight Drake: A strong body becomes even stronger. Imagine a 4/5 drake and compare it to his 4/10 big brother. Really strong for trading and taunting up. Weak against Silence, but getting Drake silenced enables late-game cards such as Sylvanas Windrunner to get value.
  • [3] Antique Healbot: This combination means 16 health regained.Very strong against Face Shaman and Face Hunter. Usually not needed in Control matchups, Remember that Molten Giant relies on you being low-health
    [4] Defender of Argus: Not easy to pull off, but very strong in combination with Molten Giant (when low life). Placing Defender between Giant and Brann leaves you with a 10/10 Taunted Giant, a 4/6 Taunted Brann and a 2/3 body.

  • [Late Game]
    Once you get to the lategame, you have plenty of options left to gain board control. The strongest minions at this stage are Sylvanas Windrunner, Emperor Thaurissan, Dr. Boom and Molten Giant. A little bit tricky is playing Lord Jaraxxus correctly. In general, he heals you back up to 15 health against aggro decks that almost killed you. In that regard, he is a smaller version of Reno Jackson (with other benefits). Against Control decks, he wins you games the moment your opponent runs out of options for your 6/6 bodies. However, 15 total health points is very little to play with. Be aware of combos! Druid is the natural predator of RenoLock.

TLDR: Survive Early Game, stabilize during Mid Game and present a strong board late into the match. It's a control deck after all.


RenoLock Variations

This section explains the differences of the RenoLock variations [Tech Cards]. In order to give you a better overview, I have listed 5 popular RenoLock decks. Moreover, I have split them into 3 different styles.

Style A: Demon RenoLock
The following two decklists both feature demons in their RenoLock variation. First, the original list by Rase.

[Top 5 Legend] Rase RenoLock
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A newer and edited version has been published by Tempostorm (42nd Meta Snapshot). The original link to the deck is here.

#42 Tempostorm Reno Lock T1
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Both lists added Voidcaller to their list to combo him off with Mal'Ganis. Tempostorm's list even added a Doomguard (Rase's list has a Mountain Giant instead). Please note that the idea behind those additions is to get a strong board during the lategame. A ''free' Mal'Ganis might be enough to secure the win.

Note that when you play against a Renolock and he puts a Voidcaller on the board, he most likely has Mal'Ganis in his hand. Either owl it or get your BGH ready.

Style B: Feugen/Stalagg
The Demon Voidcaller combo usually does not help you with a good board presence during the midgame at all. For that reason, some deck builders started to look for a different way. The following two lists demonstrate the addition of Feugen and Stalagg.

A very popular deck on Hearthpwn regarding RenoLock has been the one by Taiwanese player Peter.

[S21 Asia #1] 100% win rate 21WIN-0LOSE
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A somewhat similar, but newer version is the one by user Ereshdhmofo.
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Both lists run the Feugen/Stalagg combo, thus creating 3 threads (or at least 2) instead of Mal'Ganis (or the unexpected Doomguard). Expect those two cards run more likely in RenoLock nowadays. When playing RenoLock featuring Feugen and Stalagg, make sure your opponent has no silence left for your 2nd combo minion. In the Reno Mirror it's beneficial to hold off with the combo until you have dealt with his combo (he gets a 11/11 worst case, you can get two)

Recently, ThijsNL has successfully finetuned Feugen/Stalagg Reno to be better against aggro decks. He got rid off Sylvanas Windrunner, Demonwrath and a Siphon Soul to include Sen'jin Shieldmasta, Acidic Swamp Ooze and Mind Control Tech.
Thijs Reno
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Before moving on, I want to summarize Style A and Style B as far as their Tech cards are concerned:

I will talk about the Tech cards later on.

Style C: Combo RenoLock
A different approach can be found my looking at Dog's list which he used on his stream on high legend ranks.

Dog's Combo Reno
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He cut Demonwrath, Brann Bronzebeard and did not include Tech Cards such as Sunfury Protector and Earthen Ring Farseer to include the standard 20 Damage Warlock Combo which includes Leeroy Jenkins into Power Overwhelming into Faceless Manipulator. This combo costs 11 mana and needs to be reduced first by Emperor Thaurissan.
This Style is probably the least used one as of now, but also unexpected since it still runs the Feugen and Stalagg Combo. When playing against RenoLock, check of your opponent plays Demonwrath and Brann since that's when you usually eliminate the Leeroy Combo possibility. However, it's only 2 cards changed plus Power Overwhelming. It still could happen against any Warlock.

Important: Leeroy Jenkins, Faceless Manipulator, Power Overwhelming
Tech: Acidic Swamp Ooze, Loatheb, Abusive Sergeant

TLDR: Overview Style Options

Other Tech Card Choices
Besides the Core Cards and the Style options, a few cards are left for Tech choices. Here are which and why:

  • Power Overwhelming: Great extra Damage to finish off opponent, Great combo with Sylvanas Windrunner, good for trading with Imps into Belchers.
  • Abusive Sergeant: Great for extra damage with Shadowflame, better trading early on, enables card]Big Game Hunter[/card]
  • Sunfury Protector: Basic Taunt giver to survive aggro. Alternative tech slot is
  • Acidic Swamp Ooze: Great tempo stop and early board minion against Pala. Good against Doomhammer (Face Shaman). Still valuable against Control warrior.
    Earthen Ring Farseer: Filling 3-drop slot while helping survive. Not too bad play with Brann.
  • Twisting Nether: Very late game removal. Very helpful against control matchups.
  • Youthful Brewmaster: Currently not being included by any of the compared list, but his potential is worth mentioning. Imagine using Reno twice.



Mulligan

I will split this section into two parts: [1] Against Aggro and [2] Against Control.

Missing some Cards?

Besides the Cards marked as Core Cards, you can actually tech your RenoLock deck quite easily. However, what do you put in when you do not have a specific Core Card?

 

FAQ

Question: RenoLock with Dreadsteed?
Answer: Haven't seen a single decklist on stream or at a tournament running that card. Just No.

Question: How to play Lord Jaraxxus correctly?
Answer:

  • Against Aggro Decks (Face Hunter, Face Shaman, Tempo Mage, Aggro Druid): he will only be useful when you need to get back to 15 health. Consider him disguised as Alexstrasza.
  • Against Heavy Control Decks (Priest and Warrior): Try to get him on board as early as possible if. They can't deal with 6/6s forever. But make sure that:
    1. You have a board presence or the board got resetted or you can clear the board with 3 Dmg Weapon Attack
    2. You won't get killed the turn after (especially against warrior. Gromash + Taskmaster = 12Dmg)
  • Ideally, you get Molten Giant out before using Jaraxxus. You won't play him otherwise.
  • Against MidRange Decks (most tricky): You need a board or a safe turn afterwards. You need to finish the game within the next 2-3 turns. Some heal helps!