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[Wild] RenoRattleRoll

  • Last updated Apr 18, 2017 (Un'Goro Launch)
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Wild

  • 25 Minions
  • 4 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Reno Hunter
  • Crafting Cost: 11100
  • Dust Needed: Loading Collection
  • Created: 4/18/2017 (Un'Goro Launch)
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  • Total Deck Rating

    989

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Before we start, lets all agree on some absolute truths:

-Wild is the best format

-Hunter is the best class

-Only Winning Matters Fun is pretty good, right?

 

Now that we're all on the same page, a disclaimer:

This deck is very much a work in progress. As a Reno deck, you have a TON of flexibility, and it's important to use that to adapt to the meta as you move up the ranked ladder.

That being said, let's talk about the core of the deck, tech choices, and general gameplay.

More than other decks, winning with this list requires you to answer a classic TCG question:

WHO'S THE BEATDOWN?

This deck has the ability to push a solid amount of damage within the first 4 turns of the game, but it requires you to forego some of the more exciting thing the deck can do. While it's tempting to save your Terrorscale Stalker for Stalagg/Feugen but if your opponent is playing a slower deck, it can often be the better play to just use it to proc Kindly Grandmother and get more damage in/establish a better board. Especially considering that one of the deck's biggest weaknesses is that it struggles to regain a lost board.

In short: Never be afraid to sacrifice style points for a good clean win. Against faster decks, control the early board, drop reno, and out-value them. Against Slower decks, use your early game to your advantage.

 

Card Choices

 

Early Game

Jeweled Macaw/Webspinner: Both cards which offer utility both in the early stages of the game and late stages. Webspinner also synergizes well with our deathrattle enablers.

Mistress of Mixtures/Zombie Chow: High value early game minions, strong verses any matchup looking to rush the board with low health minions (IE, Pirate warrior, egg druid). I've won more than one game using Terrorscale Stalker to trigger Mistress of Mixtures to gain an extra turn vs aggressive decks.

Bear Trap/Explosive Trap/Mad Scientist: The deck's "Secret package". This is one of the easiest things to change to adjust to the meta. If you're running into less "go wide" aggro decks, switch out Explosive Trap for Freezing Trap, Etc

Doomsayer: Another flex spot. Good in Aggro matchups, passable in others given your ability to set it up behind Cairne Bloodhoof or Sneed's Old Shredder where you'll be left with a board after activation.

Gluttonous Ooze: Flex spot. Invaluable in the pirate warrior matchup.

Kindly Grandmother/Loot Hoarder/Piloted Shredder/Polluted Hoarder: All solid 2-for-1 Minions which replace themselves, wither in hand or on the board. All have fair value with Spiritsinger Umbra without requiring Emperor Thaurissan triggers.

Quick Shot/Eaglehorn Bow/Animal Companion: Standard Hunter stuff. All high value cards during the game's early stages.

Tar Creeper/Sludge Belcher/Antique Healbot: Early Game "please don't kill me" package. Tar Creeper and Healbot are probably  flex slots, but Belcher is all around solid and essential to allowing you to play N'Zoth against a full board and not die on the swingback.

 

Late Game

Terrorscale Stalker/Spiritsinger Umbra/N'zoth, The Corrupter: Value Town; population: 3. The Core of the deck, all of which allow us to get double (or triple) value out of our Deathrattle Minions.

Stalagg/Feugen: Admittedly, maybe a little greedy. Definitely on the short list of cards to cut, but Goddamn if it doesn't feel good to slam one of these guys and a Spiritsinger Umbra down and have a Thaddius pop out. Important to remember is that you want to make sure one has died before you start trying to use Umbra/Terrorscale shenanigans!

Cairne Bloodhoof/Sylvanas Windrunner/Sneed's Old Shredder/Savannah Highmane: More resilient, High value Deathrattle minions with positive interactions with our engines. Hell, Sylvanas synergizes SO well they had to rotate her out!

Emperor Thaurissan: Another card I'm still not completely sold on. Allows for some pretty sick plays with Umbra/Terrorscale, but is also a very underwhelming top deck. Will continue testing but likely a cut to be made.

Reno Jackson: The Man, The Myth, The Legend. The ultimate stabilization tool. The only 6 mana card you want to see in your opening hand. I know he's only been gone from standard for a few weeks, but it feel like a lifetime. But you can't keep a good explorer down!

 

Final Thoughts

I've played this deck up to rank 7 this season, and will continue to adjust the list as the meta changes. Wild is WIDE OPEN right now, so there's a real chance this deck is only good because the meta is so undefined. That being said, this deck is incredibly fun, and has given me some of the best games of Hearthstone I've ever played!