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FUN Reno Paladin

  • Last updated Feb 8, 2016 (Explorers)
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Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8740
  • Dust Needed: Loading Collection
  • Created: 2/8/2016 (Explorers)
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  • Total Deck Rating

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I'm Mike from China, and I want to share my Reno Paladin deck (also the first deck) because it is so fun!

In most cases  I play unranked mode, but I think this deck is very strong against all kinds of opponents I meet. Since it is a reno-deck each game will give you different experience as all the cards varies! You can try it at ranked mode. Also I will try to build a Standard Mode version.

The main idea of the deck is to gain board control and do trades to outlast your opponent, and in the end win by the strength of the cards. Remember that we have many heals, so don't be to worry about losing life to gain board if you think your opponent cannot kill you at once! In a case, it is the most strong arena deck, because we following the arena style: always trade, use strong minions to win.

The plan of the deck is the following:

All the early stage, try mulligan for card will no more than 3 cost, especially Haunted Creeper and Shielded Minibot, and fight for board. If unlucky, still we have Silver Hand, better than nothing.

Once we get board, then maintain it using your weapon and your minions to do favorable trades, the cards that may help is Coghammer, Muster for battle, Seal of Champions, True Silver Champions, Blessing of Kings, Keeper of Uldaman... mainly all 3-4 cost cards

For turn 5 to turn 6,  we use strong minions to threaten your opponent. Try follow the curve. And if too much health is lost, we heal by healbot,  Tuskarr Jouster and of course Reno. Sylvanas Windrunner is annoying as well.

Start from turn 7, we use really big minions (Dr.7, Tirion, Rafaam) to finish the final hit! If he manage to regain advantage and we both use up all cards, then finally Deathwing frightening him! 

Card Analysis:

Sacred Trial: Use your turn 1. can make your opponent behave weird at the start. Tech card against aggro like mech mage and zoo, and surprisingly kill Dr. Boom in many control matchups, woo.

Reno: the core of the deck. Often use at turn 6 against aggro, and when life subtract current opponent minions' attack is below 10-15 (of course against Druids, Oil Rogue and OTK much higher)

Zombie: really good against aggro, and not bad at control because we don't care about opponent's health.

Equality: make favorable trade in control matchups, get rid of Deathlord and Esera in Priest matchup, and Twilight Drake and giants against Control Warlock.

Haunted Creeper & Knife Juggler & Shielded Minibot: best 2 mana cost minions.

Coghammer: useful at all times. Gain early board control and do favorable trade.

Muster for Battle: OP

Seal of Champion: Really strong serving for trades.

Acolyte of Pain: appearance at turn 2-3 will give you usually 2 cards, and we can buff it to annoy your opponent.

Big Game Hunter: For Dr. Boom and many other targets at migrange & control matchups.

Mind Control Tech: Tech against Aggro.

Truesilver Champion: Help Clear the early board

Blessing of Kings: really strong once you have minions on board.

Consecration: the ONLY AOE against aggro.

Keeper of Uldaman: really too OP, buff your Creeper or Silver Hand against Aggro, deal with big minions against Control.

Murloc Knight: Strong board control and if your opponents cannot deal with it at once will lead you to win.

Piloted Shredder: best 4 mana minion.

Antique Healbot: Heal against Aggro. Really necessary because often you use your weapons and lose many life.

Loatheb: best 5 mana minion.

Sludge Belcher: best neutral taunt

Tuskarr Jouster: don't expect to much on its healing effect, but with so many high cost minions, we shall win against Aggro, and that's enough. Also good 5/5 to do many trades.

Piloted Sky Golem: a bigger Thredder, help maintain board.

Sylvanas Windrunner & Dr. Boom & Tirion: 6-7-8 mana cost really OP minions in the whole hearthstone history!

Lay on hand: useful once you gain board control and want to draw more cards. Also heals, although in control matchups  often we just draw.

Arch-Thief Rafaam: Powerful minion. hard to deal with. Artifacts are so strong. I think it can be replaced by Esera if you like.

Deathwing: FUN card! in many matchups, it cannot do anything, but give you the possibility to win!

Reasons NOT to choose some cards:

I don't include those cards because we can have only 30 cards. They are strong and used by other reno decks, but I don't pick them.

Divine Favor: we use quality instead of quantity to win, so this cards is useless against aggro and with control unstable.

Aldor Peacekeeper: Against aggro it is roughly 3/3/3, and we don't care too much about life.

Ironbeak Owl: Although Slience is good, the 2/2/1 is too weak to be alive on board.

Doomsayer: we don't have freeze, so easily dies, and in that case we actually does nothing on board.

Defender of Argus: strong when we get board, but often we need to use it on turn 4 with no board, then it's useless.

Kezan Mystic: We already have too much 4 costs, and 4/4/3 is relatively weak if we use it without the effect, in many cases.

Twilight Drake: we don't draw many, so not so strong.

Azure Drake: 5/4/4 is weak, and +1 spell damage is useless.

Harrison Jones & Acidic Swamp Ooze: Useful in some matchups, but i don't include because of the card limit.

The Black Knight: If taunt is popular I will add one.

Baron Geddon, Cairne Bloodhoof, Ragnaros the Firelord, Ysera: All Usable big minions, sorry I don't have it, and we aleady have so many big minions. You can change and test!

Some replacements:

cards in Reno deck can be relatively easily replaced as long as our plan does not change. You can try it on your own! Roughly keep the curve and any change is acceptable.

Matchups:

Always find low cost cards.

Against  aggro like face hunter hold taunts and heals, especially reno. Care about your life, and remember your card quality are better than the opponent, they will give up if your life is high with strong minions on board.

Against Midrange, play on curve and eventually outlast them by our powerful high cost cards! For Midrange Druid, make your life healthy.

Against control, play wisely to make full use of the cards. Don't let them draw as much as possible. Prevent from losing too much by AOE. In many cases control warrior will use up all their cards against our minions, and eventually give up, once he use all the Brawls, we can throw our minions on board! Against control Priest it is usually annoying, kill Northshire Cleric at once, be aware of Shadow Madness after turn 4, Anchenal + Circle of Healing after turn 4, Lightbomb & Emtomb after turn 6, Shrinkmeister + Cabel Shadow Priest at turn 8. Against Renolock, force him to use reno early, gain board control, and don't give him the chance to become Jaraxxus. 

Against Fatigue, use your low cost minions as much as possible. It's relative hard against Fatigue Rogue because we have too much high cost cards.

Weakness:

The biggest weakness of this deck is AOE. REMEMBER we only have ONE consecration as AOE (in fact another as Deathwing), and it is so weak, so we cannot afford to lose the board. We don't have too many worst bad matchups as we don't have really CORE card, instead many strong cards, but rarely we will have a bad start hand and can only call Silver Hand at start.

Have fun!