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Rank 1 Legend NA Reno Dreadsteed

  • Last updated Nov 26, 2015 (Explorers)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6140
  • Dust Needed: Loading Collection
  • Created: 11/18/2015 (Explorers)
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This is the control deck that beats all control decks. This is the deck that fatigues fatigue warriors. This is the deck that heals for 28 and clears board in 1 turn while maintaining board, health, and card advantage. This is Mein RenoHexenmeister.

What I like about this deck is that it has very little rng, it’s not about hopefully drawing cards in a good order, and it’s not about hopefully taking board control. This deck will eventually draw the right cards, it will eventually take and never lose board, and it will survive to eventually. I also like how most people will misplay against this deck because no one knows what’s happening except me, but lets change that. I’ve wanted to make dreadsteed a real deck in the meta since it came out so I don’t mind sharing its secrets.

 Proof of rank

https://gyazo.com/31cab827abadcde76644e3c910b268a6

 General Game Plan

The game plan for most match ups is the same. Survive. Make dreadsteeds. Stop tapping. Survive. Kill them eventually. This deck is essentially two dreadsteeds and rivendare with 27 other cards to slow down the game and survive.

 Note: Whenever I say “make dreadsteeds” I mean make 5 dreadsteeds then find a way to kill baron

Interesting Card Choices

Sideshow Spelleater – This is your win condition against warrior. You will never have enough damage to kill a control warrior so you must win in fatigue. Even with all the healing in the deck, warriors can still kill you or fatigue you. Because of this the spell eater is essential to win this match up. Also, in many match ups you want to stop tapping once you take board control. Spell Eater allows you to have a useable hero power in the late game.

edit - With all the questions about the Sideshow Spelleater I feel like I need to further clarify the purpose of this card. It isn't incredibly useful in most match ups and there are much better cards that can replace it, however, this is in the deck ONLY to beat control warrior. Unlike a handlock, this deck does not have the taunts to survive as Jaraxxus. There is nothing threatening in this deck so the warrior will not have targets for their removal spells. Because of this, the warrior removal is saved. If Jaraxxus is played, the warrior will be able to easily clear the taunts and infernals for a few turns and set up lethal with Grom. This is why the win condition is almost always fatigue. Winning against a control warrior should look like this https://gyazo.com/f45875e27a3db15900f7d2a3e6cee5bc

Doomsayer – One of the goals of this deck is to slow down the game and doomsayer does exactly that. A turn two or three doomsayer is a very real play with this deck. If your opponent doesn’t have the resources on board to remove it they either need to invest significant resources into killing it, which can greatly anti tempo them, allow the doomsayer to go off and give you the board, or use a silence which is generally worse than the minion they could have played that turn and is a silence not used on a dreadsteed. If your opponent can kill the doomsayer on board it is two mana heal seven. Also, in control match ups you can eventually find a spot where doomsayer is useful.

Explosive Sheep – This may seem like an obvious choice as another aoe card, but I want to stress how good it is in this deck. With demon wrath it will do four aoe for five mana. That’s a five mana flamestrike. Nobody plays around a warlock flamestriking your board on turn five or elemental destructioning on six with the sheep hell fire combo. On seven if you have a dreadsteed out, you can play baron, punch something with the steed, play the sheep, then coil the sheep. This makes four steeds, does four aoe, and draws a card.

Two Dreadsteeds in a Reno deck? – Yes. The games go to eventually. Eventually you draw a dreadsteed to activate Reno and eventually your opponent will find a silence.

No Shadowflame? – This deck has no minions to shadow flame. There could be a 10 mana spell eater shadowflame combo but that is bad. You could also shadow flame an inferno from Jaraxxus, but in most match ups you want more that 15 health and don’t need the infernos to win. There could be a power overwhelming shadowflame combo, but power is good with many other things in the deck and will likely be used long before the power shadowflame combo is good.

Why Mein RenoHexenmeister? – I’m not German. I was studying for a German test and changed the in game language to make my procrastination feel useful.

Cards to consider adding

Sir Finley Mrrgglton – Mrrgglton has a 64% chance of offering either the priest or warrior hero power, which is something you want in the late game of most match ups. The druid hero power is also a consideration just for the one life gain a turn. With this in mind, there is an 82% chance of getting a hero power you want.

Second Power Overwhelming – its just a good card and could make shadowflame good in the deck

Shadowflame – only with a second power

Abusive Sargent – abusive is another early minion, egg activator, dreadsteed buffer, and bgh activator

Matchups and Mulligans

Warrior (favored)

Warrior is one of this decks best matchups. Against patron you can clear their patrons with aoe and against control imagine the control warrior mirror where one of the warriors doesn’t know how to play the mirror and the other has dreadsteeds.

Mulligan

In the early game warrior doesn’t put on any pressure and patron is essentially a free win so you can afford to hard mulligan for your win conditions against control. The only cards you’re looking for in this match up are dreadsteed, baron rivendare, and sideshow spell eater.

Early Game

In the early game you can tap on two and three if you have no other plays but playing an early game minion is always better than tapping. It doesn’t matter if your early minions do anything, they’re just better than drawing because fatigue is your win condition and the warrior player might think you’re zoo. If you do end up tapping turn two and three you can still win in fatigue because the warrior doesn’t know they shouldn’t draw and will eventually play a shield block or an acolyte that you will happily hit three times.

Mid Game

In the mid game hopefully you found a dreadsteed and spells to help your early game trade into a belcher or shield maiden. At this point in the game you probably should stop tapping unless the warrior has drawn cards. From this point on you should try to stay behind or close to even on draw with the warrior. Its also important to not play voidcaller if you have Mal’ganis in hand. You want to save Mal’ganis as a removal tool to buff the dreadsteeds.

Late Game

This is the easy part. Despite the big legendary minion that control warrior has you should never lose the board if you have any amount of dreadsteeds. At this point 5 is the best number of steeds to have because you can kill their mid game minions without playing cards and kill their larger minions with the steeds and a spell. You will also eventually draw spell eater and from there it’s just a waiting game until they die of fatigue. From here you can only lose if you fill your board so you can’t heal out of range of grom + a few weapon hits + bash + maybe a ysera card.

Paladin (favored)

Paladins need the board to do damage. They may have strong mid game minions, but if you survive you will out value them and never let them back onto the board.

Mulligan

Paladins are going to do paladin things so you should mulligan for aoe (including twisting nether), zombie chow, doomsayer, imp gang boss, and dreadsteed (with the coin).

Early game

Just do what you can to stop paladin from doing what paladin does. Turn one zombie chow is good, but a turn two doomsayer is one of the best ways to do this. A turn two doomsayer will always clear board or eat a silence. Either way doomsayer will block a muster or juggler or minibot. Usually they don’t have the silence and you can play a three or coin a four (hopefully dreadsteed) on an empty board.

Mid Game

Mid game can be a bit difficult because the paladin will take board with cards such as loatheb, belcher, mysterious challenger, and Dr. 7. At this point you want to just slow the game down with taunt and heal until you find an answer. Good answers to a paladins mid game are sheep with hell fire, siphon soul, bgh, and twisting nether (the best answer which is why its kept in the mulligan).

Late Game

If you answer the mid game you can easily win the late game. Paladin cannot do face damage other than weapons if they do not have the board. The paladin will never have the board after the mid game if at some point a dreadsteed was played. Just kill everything they play every turn and from there you will eventually kill them.

Mage

The mage match up really depends which type of mage. This deck is capable of surviving and out valuing any type of mage, but against control mages and freeze mages you need to play correctly and plan many turns leading up to your win condition.

Mulligan

Mulligan for tempo mage because a control or freeze mage won’t pressure you early enough for the mulligan to really matter. Also, if you get the early game minions against a freeze mage, the mage may use their damage spells as removal thinking that you’re zoo. Against tempo mage you want to keep early game minions, dark bomb, hell fire, doomsayer, explosive sheep, dreadsteed (with the coin).

Early Game

Tempo Mage (favored)

If you have the doomsayer or explosive sheep you can afford to play slow in the early game because they will clear the board with a mirror entity. If you have the early minions try to match them in tempo. If you have nothing playable before turn four, I’m sorry. Also, don’t be greedy with aoe in the early game. Tempo mage doesn’t play many minions so using a hell fire on a mana worm and apprentice is good enough value.

Freeze Mage (unfavored)

Try to apply pressure in the early game. The damage you do early will almost never matter, but if you look like zoo the mage will use damage spells as removal.

Mid Game

Tempo Mage

Tempo Mage doesn’t have many mid game minions so if you manage to out pace them in the early game or get a good aoe clear, you can often get ahead on board or take a turn to establish a dreadsteed.

Freeze Mage

Try to play a dreadsteed and keep up pressure because you want to kill them sooner than eventually. If it gets to eventually you need to survive their eventual burst damage. Also, you can tap yourself down to around 20 life in the mid game. The mage might try to start burning you down at that point before they play alex. Depending on the situation this could be good or bad for you because it means they might have the damage despite your healing, or they’re using frost bolts and ice lances that won’t be used with Tony. Good or bad you want to heal out of range without using Reno. If you use Reno before alex the mage might still have enough burn for after alex or get enough burn with Antonidas.

Late Game

Tempo Mage

You should have board control at this point making burn spells, Boom, and Tony the only threats. Just heal out of range and find answers for the 7 drops. You will kill them eventually.

Freeze Mage

At this point in the game you want at most 5 dreadsteeds and nothing else on board. The dreadsteeds can push damage where as other minions will be cleared with aoe or frozen with blizzard. Also, 5 steeds with Mal’ganis is 15 damage to pop the block. If you don’t have the steeds or don’t have the damage you can still win if the mage misplays and tries to burn you over two turns. If this happens a good Reno can win you the game. Because of this, if they play alex, you want to heal out of range without Reno and try to force them to burn over two.

Shaman (favored? probably)

I don’t know what to say about shaman. I’ve only played against one shaman with this deck and won with Jaraxxus. I would assume that against most shaman decks you win by aoe clearing their board until they’re out of cards then win with Jaraxxus. I would think that steeds don’t stick against shaman because of earth shock and hex. I would also mulligan for this match up similar to the paladin match up.

Warlock (favored)

Giants and drakes can die, dreadsteeds cant. Dreadsteeds out value handlocks and Jaraxxus dies to sac pact or 5 steeds with Mal’ganis. Zoo gets aoe cleared and a larger demons dies to the sac pact.

Mulligan

The deck is favored enough against zoo that you can afford to mulligan for handlock. Look for bgh, owl, and dreadsteed. These are also useful cards against zoo because dreadsteed is how you will eventually control the board, bgh will eventually get value, and zoo has many early minions worth silencing. Early game minions are also fine keeps for either match up.

Early Game

Zoo

Zoo has early sticky minions that will survive your aoe. Because of this, you want to contest the board with early minions and set up a good aoe to clear in the mid game.

Handlock

Playing early minions against handlock is fine. You want to build a board so that when they play a giant and you play a dreadsteed you won’t just lose to a silence. The early minions can probably trade with the handlock’s turn 4 threat with a spell.

Mid Game

Zoo

In the mid game you want to aoe clear. After that the zoo player will likely play larger minions that you can use single target removal spells such as siphon, implosion, bgh, and sac pact.

Handlock

Mid game is where the game is decided. You want to find a turn to play dreadsteed. If the handlock is able to play a threat every turn it can be difficult to find a safe place to play a steed so you want to plan a large aoe clear for the turn after playing it. Also try to not play voidcaller if Mal’ganis is in hand. Mal’ganis needs to be saved for clearing board with steeds or burst with steeds for lethal.

Late Game

 Zoo

Take board by making dreadsteeds. After this, kill everything played every turn. Never let zoo back on board. If this is accomplished you only need heal to play around doomguard + power + power (if not discarded). Kill them eventually.

Handlock

If you made dreadsteeds you are able to answer every threat if you keep the handlock at a healthy life total. Its important to never hit the face so that the handlock can only play one large threat a turn. Dreadsteeds will out value the giants and eventually the handlock will run out of threats, play Jaraxxus and die to pact, or tap themselves low enough so that you can burst them down with Mal’ganis.

If you couldn’t make dreadsteeds you can bait Jaraxxus by playing twisting nether doomsayer. It’s a very tempting spot for the handlock to play Jaraxxus and if they don’t you have the board.

Druid

Druid is difficult because keeper is a keep against warlock and there are two of them in the deck. Midrange druid minions are also big enough that they survive aoe. Druid also has card force of nature and card savage roar.

Mulligan

Mulligan for agro druid because that is the match up you can win. Against agro druid you want early aoe, early game minions, doomsayer, dark bomb, and bgh. Ideally your hand is all early game minions so that if it is midrange you can use early minions with spells to trade.

Early Game

Agro Druid (favored)

Against any agro deck you want to contest the early game with early minions. Doomsayer is the best early play you can have because they either innervate a keeper, which means they aren’t innervating a 5 drop, they find a way to put 7 damage into the doomsayer, meaning they use a spell and don’t play a 3, or the doomsayer goes off and you have the board.

Midrange Druid (unfavored)

Try to build a board so that you can pressure the druid early and force them to take turns removing over playing minions, or you can trade into mid range minions with spells.

Mid Game

Agro Druid

Agro druid will hit your face to set up combo lethal and not take value trades with your minions. Because of this you can make the value trades and take board. The only real threat in the mid game is druid of the claw because it can protect their small minions and allow them to hit face multiple times. Fel reaver is actually good for you. Agro druid has enough burst damage and tempo threats in the deck to kill you so burning cards is better for you than an 8/8 is for them. You also have answers for fel reaver.

Midrange Druid

You will lose board in the mid game. Unlike other match ups you can’t afford the tempo less of playing a dreadsteed because it will most likely be silenced. If the druid plays conservatively you can fight for the board, but the druid will win. The way you win here is to slow the game with taunt and heals. You want to plan a large aoe clear after the druid commits enough of their hand to the board. After the druid runs out of minion you need Reno or taunt and heals.

Late Game

Agro Druid

Agro druid has no late game and does not have the board. They spent their hand and sacrificed value to set up combo lethal. At this point just taunt and heal out of combo range. It’s also good to try and kill them before eventually so you want the spell eater or Mal’ganis to punch them in the face.

Midrange

If you’ve made it this far and taken the board, good job you played well. Now is the point where you hope you don’t die to combo and hope they don’t have lore. If you have the board you can likely find a turn to play baron and dreadsteed on the same turn. You need to make steeds to push lethal damage. The other minions in the deck are not strong enough to survive and do significant face damage. The steeds will eventually kill the druid, but be sure to play around the 22 damage super combo while you get to eventually because the druid is also getting to eventually.

Priest (favored)

Priest decks have cabal shadow priest and maybe shadow madness. These cards make the match up difficult but you still have ways to make dreadsteeds and the win condition of Jaraxxus.

Mulligan

Early game minions are always good, but what you really want is doomsayer, owl, explosive sheep + hellfire, siphon soul, and twisting nether (best keep against priest). Priest makes minions with a lot of health that will never die without these cards. If you happen to have four of these in your opening hand, don’t keep all of them. You still need minions to contest the board.

Early Game

Control Priest

Control priest doesn’t have early game so depending on your hand you can play fast or tap and play slow. Either way the priest isn’t doing anything significant. You don’t need to build a board early because the mid game priest minions aren’t threatening and will be used to trade with your mid game.

Dragon Priest

Unlike control priest, dragon priest will play on curve and try to kill you starting on turn one. You need to fight for board in this match up as soon as possible. Because dragon priest often plays a curve over healing their minions you can likely set up a good aoe clear if you lose the early game.

Mid Game

Control Priest

In the mid game you can somewhat control the board and keep tapping to your win conditions. It is important that at this point you don’t play a dreadsteed even if you have the perfect opportunity to do so. If the priest steals a dreadsteed, they have an unkillable 1/1. This isn’t threatening in the hands of a priest, but to you that 1/1 is a win condition. You want to ensure that when you play a dreadsteed you can get value from it. You can however play dreadsteed before turn six if you also have baron and multiple ways to multiply the dreadsteed in one turn.

Dragon Priest

You will likely lose board in the mid game and the priest will over commit to the board. When this happens you need to slow the game down and plan your clear. You can afford to take face damage if you do have a plan because of the lack of burst damage. At this point I don’t mind playing a dreadsteed to force them to over commit further by playing a cabal. If they don’t have cabal then you will have a steed after the clear.

Late Game

Control Priest

If you have a strong enough board in the late game you can play Jaraxxus and just win. If not you can play and make steeds in one turn and win with that. You can also play two steeds in one turn so that even if one is stolen you can multiply the other on the following turn. Either way you win on control and value.

Dragon Priest

If the priest over committed in the mid game and you were able to clear, the game should go relatively smoothly from there. The only hump in the road between surviving the mid game and winning with steeds or Jaraxxus is Ysera. When Ysera is played you either have the siphon or you don’t, or you were able to make steeds and can buff them with Mal’ganis. Once Ysera is dealt with the priest will still be top decking mid game threats, but one minion at a time is manageable. You should be able to find a spot to play Jaraxxus or make dreadsteeds and win.

Hunter

Making dreadsteeds against hunter can lose you the game. Against hunter you win by surviving then killing them with Jaraxxus and Mal’ganis or by making steeds after both unleash are used.

Mulligan

This is the only match up where you look for Reno in your opening hand. You will be able to take board towards the end of the mid game and just need the heals and taunt to survive burst damage. Other cards you want are coil, dark bomb, early aoe, early minion, doomsayer, implosion (with the coin), dreadsteed (with the coin), and owl.

Face Hunter (favored)

Not much to explain here. Kill their minions. Play your minions. Don’t be greedy with aoe. Turn two doomsayer is amazing. Simple.

Midrange Hunter (unfavored)

This deck can answer a hunter’s early game and take board if the hunter’s opening is slow. You need to contest the board by turn two so you don’t take 12 from a huffer or coined shredder. Also, spreading wide against midrange in the early game is good to bait an unleash or proc a freezing trap with something useless. That is why implosion is a good keep in this match up.

Mid Game

Face Hunter

Stabilize with taunts and heal. Kill their minions, and try to survive until the late game. If you can get Mal’ganis off voidcaller you win. If you have voidcaller and Jaraxxus in hand you can play the voidcaller but try to keep it alive because you will want to play Jaraxxus from hand for the heal. The face hunter will never trade so keeping the voidcaller alive shouldn’t be too difficult. Also, if you happen to have defender, voidcaller, and Jaraxxus, go ahead and kill the voidcaller and taunt up Jaraxxus.

Midrange Hunter

Compared to druid, dragon priest, and paladin, hunter doesn’t actually have that many mid game threats. You can actually maintain some amount of board control in the mid game. The hunter will be on the board and able to do face damage, but by the end of the mid game you should have control of the board.

Late Game

Face Hunter

By now you will likely have draw Reno, Mal’ganis, or Jaraxxus along with other taunts and heals. If you made it this far, you should have no problem surviving to eventually, however you want to win before eventually because you are taking at least two damage a turn.

Midrange Hunter

Late game against a midrange hunter is like late game against a face hunter, you will only lose to hero power and burst. Play a good smorc minion like spell eater or Mal’ganis and kill them before eventually.

Rogue (unfavored)

Rogue is difficult because if they save their preps they can burst you down from a very high life total. You win by them trying to kill you over two and you having the heals to stop it. You can also win if you find a spot to make dreadsteeds.

Mulligan

Rogue doesn’t have many minions and won’t develop anything before turn three. That gives you plenty of time to draw into something playable, so in the mulligan you want to look for specific answers to their few minions. You want dark bomb, egg + power, owl, implosion, and siphon soul. You want these cards because the rogue can’t stop them. If you mulligan for early game minions to answer the rogue they will be removed with tempo cards and you will not have an answer to the rogue’s minions.

Early game

The early game honestly doesn’t matter in this match up. The rogue isn’t doing anything important and you’re just waiting to answer what they play.

Mid Game

In the mid game the rogue will take board with tempo cards and you need to answer them. With the amount of burst in a rogue deck it is important to stay above around 20 life so it is important that you answer the rogue’s minions as soon as possible and protect your face.

Late Game

By now you are in no position to kill the rogue. They have most likely drawn most of their deck and are at a healthy life total. From here you need to assess what the rogue is trying to do and count how much damage they could possibly do. At this point just try to survive the rogue. They don’t have enough damage in their deck to kill through all your taunts and heals. If you have your heals and play them at the right time, the rogue will fatigue.