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Justicar/Reno Shaman

  • Last updated Nov 1, 2016 (Yogg Nerf)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 16660
  • Dust Needed: Loading Collection
  • Created: 10/27/2016 (Yogg Nerf)
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  • Mkar
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  • Battle Tag:

    Mkar538#1555

  • Region:

    US

  • Total Deck Rating

    47

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Thank you so much for getting this deck to the front page!!!! It's crazy that my first deck was able to make it there! Love you guys!

Introduction

Hey guys! I'm a relatively casual player, the highest I've reached is rank 1 (not legend). However, this has allowed me to focus more on fun than on ranking. I created this deck, to do just that, have fun. Surprisingly, this deck also turned out to be extremely effective. After playing N'zoth Shaman and Midrange Shaman, I began to realize just how many tech options Shaman has in its class cards. And when a class has too many tech options, we throw in one of each and add a Reno Jackson. From this realization, I tried many different combinations of cards until I found this deck list and am very satisfied.

At the moment, I have an 76% ( 28 - 9 ) win rate with this deck. This was done from rank 13 to 7. One of the losses came from BM in a guaranteed win, leading to an Auchenai Soulpriest from evolve not letting me Reno Jackson. Don't BM boys!

Gameplan

Early game

This deck has two different early game lines of play depending on your opening hand. One option is drawing the stereotypical Midrange Shaman early game. Tunnel Trogg followed by overload like Totem Golem or Feral Spirit. This is definitely the best option; you get in a lot of damage and minimize the damage to your face. The other less favorable option, is playing the early game as if you were playing a control deck. With 3 different board control spells - Lightning StormElemental Destruction , and Maelstrom Portal - you can spend the majority of your early game baiting in a large board from your opponent then clearing it. Remember, you can take some damage since you have Reno. This is definitely the less favorable option, but it can work.

Late Game

 Late game, you have a lot of damage/sustain options. One win conditions comes with Ragnaros the Firelord and Al'Akir the Windlord, they offer a lot of instant damage. The other win condition comes with Elise Starseeker in slower games.

Regardless of path, you will still have the most useful card in this deck, Justicar Trueheart. Before you roast, hear me out. This card is so helpful, so incredibly helpful. It supplements so many tech options. Wrath of Air Totem can increase aoe damage on command, or it can give you the lethal with lightning bolt. Healing Totem can put your board back to full after a fan of knives, Maelstrom Portal, or to keep them out of these cards range. And the best of all Stoneclaw Totem can on command keep a minion from being able to attack you for many turns.Try before you hate.

Aight guys, thanks for the read. If you tried it out and find some flaw or a way to make the deck better. Please comment and let me know, I really want to make this deck viable and I'll take all the help I can get.

Updates

10/27 -Tuskarr Totemic    +Unbound Elemental