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Heroic Baron Geddon - Warlock's Reno deck

  • Last updated Dec 20, 2018 (Level Up Nerf)
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Wild

  • 22 Minions
  • 7 Spells
  • Deck Type: PvE Adventure
  • Deck Archetype: Renolock
  • Boss: Baron Geddon
  • Crafting Cost: 6860
  • Dust Needed: Loading Collection
  • Created: 4/28/2018 (Witchwood)
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  • Total Deck Rating

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Heroic Baron Geddon - Warlock's Reno deck

Consistency: Super (win rate is close to 100%)

Introduction:

Ok, first things first. Baron Geddon is currently bugged. He has five Living Bombs in his deck and he NEVER plays them. I guess it is an unexpected side effect of some Blizzard's AI tweaks. This bug obviously made this boss significantly easier to beat.

I made this deck with a non-bugged version in mind. So if Blizzard will fix AI at some point, I believe this deck will do quite well, but I obviously had no chance to test it and to fine-tune deck's balance for that version.

Warlock is not an unusual choice for Geddon, thanks to his hero power and sacrificial abilities to counter Living Bombs, but this particular deck still uses some untraditional decisions, which I am going to explain.

So why using Reno Jackson?

Geddon's Hero power requires you to have perfect curve and a lot of draw (which is the primary reason for using a warlock). Since you will use your Hero power a lot (and also Geddon's mana punisher is severe) your health is kind of a big deal here. His minions, however, are average, so you don't need the most efficient creatures in your deck. That's where this Reno Jackson idea came from.

I added some other strong healing options, but there is just no reason to skip Reno Jackson, because currently Hearthstone provides more than enough viable options to fill all deck's positions.

Why using Prince Malchezaar?

Let me be clear. I know, that in most situations and decks Prince Malchezaar is a bad card. It basically fills your deck with a random stuff, ruins your synergy and gives you situational cards you don't have any use for.

But this particular case is special. You will draw a lot. Eventually you will have to spend 10 mana every turn, which means that you will need at least two cards per turn just to keep up. Geddon has 100 hit points, more than almost any other boss, so killing him takes time. It is quite easy to draw your entire deck. Five additional mostly high-cost cards mean a lot here. Since the boss is not strong, it does not really matter, if they are suboptimal.

Since Malchezaar is a demon, he also has some synergy with Bloodreaver Gul'dan.

Deck composition:

Most of these cards can be replaced, but try to follow these rules:

1. Mana curve. Very important. You need a lot of 1 drops, a bit fewer of 2 drops and so on. Some 5+ mana cards will be provided by Prince Malchezaar.

2. Draw. There are actually only 3 draw cards. Initially I had more, but I realized that eventually draw cards become a nuisance, since they may force you to overdraw. You are mostly supposed to use your Hero power to draw.

3. Removing your creatures from battle. This deck has 8 cards, that sacrifice or remove your creatures. It should be enough to counter Living Bombs, if they will be fixed at some point. Silence works too, but it is worse, because later in the game you will need free space on the board to play stuff.

4. Value generators. Better than draw. Anything that gives you additional cards is good. If you have Rin, the First Disciple or Kazakus, then certainly add them into this deck.

5. Healing. This deck has some strong healing options. Mistress of Mixtures and Rotten Applebaum can be used with Carnivorous Cube for a great healing and value effect.

Some honorable mentions: Forbidden Ritual - an ultimate mana burner. Preserve it, if possible. Vicious Fledgling - great finisher. Gets out of control unless it is killed quickly.

Mulligan:

Mulligan for a 1-drop creature (there are five options) or Forbidden Ritual. If you already have a 1-drop, then discard anything that costs 4+. Don't bother about 2-drops. Your second turn should ALWAYS be a Hero Power, even if you have a 2-drop.

Tactic tips:

Don't be afraid to be slightly behind on early turns. Initially draw is more important. You should be able to take the board back at later point.

It is irrelevant now, but if Blizzard will fix Living Bombs, then you always should keep at least some answers in your hand. Don't waste them.

At the later stage of the game trade off your weaker minions even if you can keep them alive. You will need space on the board to play more and more creatures. This stage is not long (about 2 or 3 turns), since the boss will die shortly, but it may be important, if your health is low.

Avoid playing Bloodreaver Gul'dan until very end, since you will lose your draw.

Consistency notes:

This deck is great. I've never lost with it. In fact, I never even was in a dangerous situation.

Of course, I only played a bugged version, but I have strong impression that Living Bombs won't make any difference, since my tests show, that my hand is always abundant with answers. 

Blacktiger's Blackrock Mountain deck collection:

Provided win rates are approximate. They are based on my tests and so partially depend on how lucky/unlucky I was during my testing. Also keep in mind, that you need a bit of experience with a deck to use it to its full potential. So first attempts usually have lower win rates, than suggested in this list.

Check my profile for updates and plans.