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Medivh RenoLock Twisting Nether High Win %

  • Last updated Sep 25, 2016 (Karazhan)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Renolock
  • Crafting Cost: 7180
  • Dust Needed: Loading Collection
  • Created: 9/25/2016 (Karazhan)
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  • Total Deck Rating

    4

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This deck harnesses the power of Warlock spells and Medivh. Twisting nether - 8, siphon soul - 6, bane of doom-5, hellfire - 4, shadow flame - 4. Pay close attention to these costs. These values not only have amazing possible outcomes such as rag(8) sylvanas cairne(6), but on average the card pool for 8,6, and 4 drops are amazing. Anyone watching an Amaz or bmkibler stream knows that when they play forbidden ooze on turn 10, they always hero power first, in order to summon a random 8 drop.

The major issue with warlock removal is that it often leaves you without a board and thus giving your opponent tempo for the next turn. Now after you twisting nether you have a solid 8 drop on board. The same goes for hellfire and shadowflame. Even with shadow flame it removes one card of yours off the board leading to a decent tempo loss. The reason you want to control the board in the mid-late game is that it allows you to draw and hero power to your hearts content. 

My third point is about the heals. This deck is dedicated to controlling the board and using big board wipes when your opponent gets too cocky. Now that you have board control you need to use your hero power and draw like your insane. This will drain your life considerably and this is why this deck has every heal imaginable. Earthen ring farseer, cult apothecary, refreshment vendor,  and lord J/Reno. All of these cards, except Lord J/Reno, get enhanced by brann. You want to draw as much as you can so you can draw your combo heals and removal. 

 

The backbone of this deck is a tried and proven Reno shell. Mulligan and Use your early game: possessed villager, mortal coil, imp gang boss, harvest golem, doomsayer to control the board early. In the mid game try to save your bane of doom, siphon soul, or twisting nether for medivh. In the late game, once you've tired your opponent out with Medivh and spells, go right into lord Juraxxus to seal the game out. You have enough heals in the deck to save one or two for lord J.  Lord juraxxus needs to be seen as an additional heal as you can be returned to 15. The idea is to make your opponent spend as much cards as possible trying to kill you while you utilize cost effective heals to stay afloat.