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We're Gonna be Rich!

  • Last updated Oct 2, 2017 (Evergreen Nerfs)
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Wild

  • 19 Minions
  • 8 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Reno Hunter
  • Crafting Cost: 13520
  • Dust Needed: Loading Collection
  • Created: 9/24/2017 (Evergreen Nerfs)
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  • Battle Tag:

    ItsATrap

  • Region:

    US

  • Total Deck Rating

    5

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Update October 2 2017: I made it to rank 1 on the final day of the September season exclusively with this deck, ended up finishing in Rank 2. I ended up struggling with the meta's volatility on the last leg. This deck needs to plan in advance from turn 0 as to how to best attack the opponent's strategy and its tough when you are uncertain of their archetype based on class alone.

So I've been working on a Reno Hunter since they released the Frozen Throne expansion, and this is my latest version after the nerfs. I need help I've pushed the deck in every direction I can come up with and it's still coming up short. I ranked up to rank 5 with an earlier iteration with relative ease in the first week but hit a wall at the rank 4-5 range.

Edit: The meta has shifted to almost entirely Reno Priest, Midrange Rogues, amd slow comtrol decks. The deck is really well positioned now and is climbing steadily. Ooze has been really solid, and I cut Sen'jin for doomsayer.

The core idea of the deck is to make use of powerful combinations of Hunter cards to create an unstoppable minion dominated late game. Sylvannas and the deathrattle trigger spells give you huge board swings against any opposing mid and late game threats. The Feugen Stalagg package provides mid game threats the opponent is hestitant to deal with, with huge power spikes in the late game once Thaddius is online. In this deck Rexxar provides everything you want, so much needed mid game AOE, a little bit of life for stabilization and a never ending supply of flexible threats. N'zoth acts as the catch all finisher, and it's important to note that DK Rexxar can be used to make more threats to revive. Most of the time all you need is N'zoth for Feugen Stalagg. The rest of the deck is aimed to survive, stay on board and find your win conditions. 

I added Ooze and Sen'jin today as place holders. In the past those spots have been Mad Scientist/Freezing Trap and Glaivezooka/Piloted Shredder. I also recently cut Curator, Golakka Crawler, Deadly Shot, Refreshment Vendor, and Webspinner. The most important recent addition has been the second Tracking, I originally had two but it made the deck too clunky against Pirates and Aggro Druid. feel the late game is robust but the early game is tough to have a package that holds its own against aggressive decks while still putting you in a position to win.

Match ups

Raza Priest: Probably the best match up, they only win in fringe cases. They have to line up every answer for your threats post turn 5 nearly perfectly while also assembling a Raza and Anduin kill combo before you over run them with big threats. Feugen Stalagg are at their best here. Deathstalker is very powerful against priest because they give you the initiative to manipulate the Zombeasts to be both tricky to remove (4 attack with high health) and snowbally. The most common versions of the deck are as much cycle as possible, removal, and a kill condition usually Velen, but Recruiter pops up every so often. Those builds never push you off the board and end up getting run over most games, or attempt to set up lethal over turns and get ruined by Reno. N'zoth is the other popular build and that match up can be a bit rougher because they typically pack more threats and it's difficult to deal with a N'zoth if you fall behind but you should not fall behind unless you bottom deck all the key pieces or a Brann Kazakus combo for perfect potions. Sylvannas tends to be better against the deathrattle builds. One last thing this deck can push quite a bit of damage with Steady Shot against a passive Priest and you can force their hand early making them waste premium removal and heal before you even make your big push.

Big Priest: A very good match up, without a Barnes on 4 they are hard pressed to win and at all and often even with it the tempo swings off Sylvannas combos are too much.  If you get the DK down under no pressure they have a hard time breaking through unless they make multiple threats at once off revives, so I like to look for Dreadscale/Bloatbat poisonous Zombeasts to play around that if possible but most of the time you just out tempo them and outvalue them.

Control Warrior: Any late game Warrior deck gets slaughtered the only way to handle all the deathrattle value is with silence and transform effects, Warrior has none and their minions are typically much worse at turning the corner.

Aggro Druid: This all comes down to the mulligan if you find the answers to the early game and prevent a snowball the deck stabilizes remarkably well, and with the change ro innervate it is much more predictable. This archetype also fell off a lot.

Jade Druid: Jades are rough; you can't count on beating them in their late game though I have on occasion ground them down to just Idols and won, that typically involves great Build a Beast rolls. The most surefire way is to build an unstoppable train of Thaddius before they hit multiple large Jades a turn. Sylvannas also sneaks in every now and then and clutches a game. But really most of the time justturn the corner mid game go tall have a few mid to big guys and SMOrc like Hunters were born to, the deck scraps together a surprising amount of reach when you aim to.

Midrange Paladins: This one is pretty even and comes down to who overwhelms who first. If things are going even you can exhaust all their stuff, or just N'zoth a handful of guys and they fold. If Sylvannas lands on something like a steed or bonemare target you win on the spot. Explosive sheep really finds it time to shine here, being able to remove all their tokens or nuke the quartermaster boards with Sheep+Play Dead lets you keep up. Sheep is fine to play out against minibot or muster early too. Dreadscale also shines here killing the threat of a wide buff and forcing removal before they can reload on dudes. Typically the deathknight is fantastic at stabilizing against their wide boards and then to clicnh it with big taunts once they run out of steam.

Mill Rogue: This all comes down to how much pressure you apply before they begine to bounce everything and mill you. Sometimes you draw a clunky hand and they just get you. But if you can get pressure in its easy to keep it up. A lot of the cheap creatures, removal and Reno wind up dead, and its pretty rare to ever want to play any draw after turn 5. Be very wary of Tracking, it is useful but here more than anywhere it demands intelligent use.

Midrange Rogue: The answers line up very well against their threats and you can usually keep pace till either they run out of resources or you dominate the board via late game synergies.

Midrange Shaman: If you can't clear their board and start winning by about turn 7,  they will overrun you. Taunt Zombeasts do very well at closing out the game, and Reno is usually key to outlasting their reach.