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[Legend] Reno Exodia Paladin

  • Last updated Aug 12, 2021 (United in Stormwind)
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  • 18 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Paladin
  • Crafting Cost: 21980
  • Dust Needed: Loading Collection
  • Created: 6/8/2021 (Wailing Caverns Set)
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View 23 other Decks by AndrzejSmar
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Hello everyone

I've posted here like 4 Reno Exodia Paladins, and they were all fine but this one, finally, gave me legend rank (d5-legend). Gameplay is very fun and contains many pretty cool synergies.

If someone don't know how to exodia, you take  2 horsemen to hand (brewmaster, zola, secret), then you play them with Garrison Commander and you win, however usually you just win by surviving aggro.


  • Epic long game against Reno double N'Zoth Warrior finished by the Four Horsemen at the end of the deck.


  • The inevitable end of one Reno Mage (notice that Explosive Runes that could cost me a game)


  • That new warlock. As you can see, if he runs just big minions, you 're usually fine, cause you have 3 hard boardclears. If he runs mechatun, then it's usually loss.


  • Secret mage. I'm not sure why i'm keep winning with them. This is the game that looks like the most fair one.


  • Murloc Shaman. Just kill first murlocs with any effort needed. (Games are usually shorter than this one but long one also happen.)


  • Pirate warrior/more or less any aggro



In mulligan just look for cheap cards, especially Zephrys, the Great. Against priest and warlock you can also keep Kazakus.

Mage:  Secret; Don't try to play around Counterspell if you can't, just take the risk. It's more profitable in the long run. Try to trigger Explosive Runes with Lord Barov. Mozaki/AMP; try to do High Priest Tekhal Reno Jackson and keep pushing. It's a hard matchup so if it's to oppressive, just add Dirty Rat for something you don't like.

Warlock: If it's plot twist with big minions, it usually fine cause you have 3 options for clearing the board. If you meet many Mechathuns, add Dirty Rat, cause you just can't win without something like that. Discard; is like any aggro

Paladin: Handbuff; try to win before he buffs his hand to much, early Molten Giant especially welcome. Odd; Wild Pyromancer, Zeph, you should be fine but remember how much damage these both decks can deal from hand.

Shaman: Murloc; kill turn 1-3 murlocs with any effort, unless you have Barov into Broomstick. Shudderwock; just try to kill him before Shudderwock.

Druid: Celestial; is very hard, i think the only option here is early Molten Giant. Token; Just focus on surviving turns 1-3 and you should be fine.

Rogue: Kingsbane; seems easy, just zephrys, healing, taunts.

Warrior: Pirate; survive first turns (sometime you just can't like with token druid) and don't give up, they often miss like 1-5 dmg. Odd; just keep his armor low so he can't kill you with Silas.

Hunter: Face; find something to heal it's easy matchup. Tonk; be aware they can deal like 32 dmg in one turn.

DH: Odd; find Reno quickly, have some cheap card on the starting hand.

Priest: Reno; try to do High Priest Thekal Reno Jackson combo. Your health should be always more than 3/2 of his health, cause then you survive Shadow Spawn combo ] Big; is usually hard match up but with zephrys and your boardclears you actually can survive and win by exodia.

Hero Powers tierlist

Tier 1 : Mage, Warrior, Warlock (look out for the overdraw)

Tier 2 : Priest, Paladin, Druid, Rogue.

Tier 3 : Shaman (tier 1 against Kingsbane Rogue), Hunter, DH.


Kazakus, Golem Sharper - Consecration

(Archdruid Naralex or Crystalsmith Kangor or Loatheb or Lynessa Sunsorrow) - 1Dirty Rat, 2Mutantus the Devourer, 3Solemn Vigil, or anything you like.



Look out for some cool otk games.