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Reno Factory Rogue Darkmoon Faire

  • Last updated Dec 23, 2020 (Darkmoon Aggro Changes)
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Wild

  • 17 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Reno Rogue
  • Crafting Cost: 8120
  • Dust Needed: Loading Collection
  • Created: 12/24/2020 (Darkmoon Aggro Changes)
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  • Total Deck Rating

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This is my over-adjusted reno rogue deck inspired by Danehearth. The deck's goal is outlasting/disrupting the opponent.

1) Anti-aggro tools

It's got enough early game tools to deal with aggro. Things like Wild Pyromancer, Fan of knives, Zephrys or Unstable Ghoul are often enough AoE tools for deal with early game boards. So, against decks like Odd Paladin, Token Druid, Token Demon Hunter these pieces are a keep. If you keep Wild Pyromancer, it's better when you have the coin, else try and mulligan (or look) for backstab or brain freeze. MC tech is also not bad against early boards.

If you face a mage (in Darkmoon's meta the majority of them is secret mage) make sure you keep Reno and some bounceback tools (Shadowstep, Waggle Pick, Shadowcaster).

2) Anti-combo tools

Against combo decks like Maly Druid/Exodia Mage/Exodia Paladin/Reno Shudderwock Shaman or even Reno Priest, dirty rat and coldlight oracle are things to keep. Coldlight + shadowstep may cause huge disruption (especially with brann) because combo decks tend to have full hands so coldlight's easily a disruption piece. If you play against big priest or other decks that cannot stand mill rogue, play a turn 3 coldlight followed by a shadowstep might get them to the point that they instantly concede. If you play coldlight and you don't have shadowstep, you can point a backstab or brain freeze to it, and just keep hovering it, so that the opponent might think you'll gonna shadowstep it.

If you are facing reno priest, make sure you keep Finley and Wizard or try to find them as soon as possible. This also applies when facing Shudderwock Shaman (but to a lesser extent). Against shudderwock shaman you can keep Flik as it destroys all their shudders and they cannot replay them.

3) Anti-control tools

Against control decks you can try and save up resources for becoming infinite. The infinite factory is about copying anything using Brann + Shadowcaster. The factory has some initial setup: first you should DK, then play Shadowcaster twice using the Death's Shadow for the second one. The second one must copy the first one. Then you have a 1/1 shadowcaster in hand. Next turn (or in the following turns), play brann, shadowcaster the brann and then shadowcaster the shadowcaster (using Death's Shadow again), and so you have 2 1-mana branns and 2 1-mana shadowcasters. After that, whenever you play a value card, make sure you play brann and shadowcaster on it, so that you can replay it at anytime with only 1 mana. Be careful to keep at least one 1-mana shadowcaster in hand (but if you can, try to keep 2 of them, it will be much easier for you to keep the factory and not pay for a 5 mana shadowcaster from the death's shadow next turns).

Against reno or cube warlock, try to find mc tech. It's preferable to play it with brann or when being the DK, so you can replay it and steal big demons. If you manage to do the factory with mc tech, you probably win the game as you can steal 4 enemy minions every turn (if they have full board).

You can add lab recruiter to the deck. It is kinda horrible to have it against aggro, and if you have it, try and drop it early against aggro, but make sure you won't copy anything with it, because you'll turn reno and zeph off. Lab recruiter is a great addition especially against mill rogue or dead man's hand warrior.

If you suspect the enemy playing control has dirty rat, try not to play your small tokens so that the rat would more likely pull small pieces other than combo pieces.

Potion of illusion is a great addition. Against aggro or midrange, if you sometimes manage to do the factory, it's better to have a 1-mana reno so that you can reno immediatly after making the factory (in the same turn), if you're low on health.

Also if you can't find the factory in time and you find the DK, try to save Zeph for playing it afterwards. If the enemy has a full board, you can Zeph twice and get double removal (one piece for later use). You can also play Zeph two times and then Vanish to clear the board: thus, you got your double removal, you clear the board, and you have two Zephs in hand and every one of them can be replayed twice later.