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Fatigue Reno Warrior

  • Last updated Mar 9, 2016 (Explorers)
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Wild

  • 20 Minions
  • 7 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6120
  • Dust Needed: Loading Collection
  • Created: 3/9/2016 (Explorers)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    5

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So I've been messing around with a Reno Warrior deck for the past couple weeks and I've come up with a list that's both viable and extremely fun to play with (not so much against). 

As a Reno Jackson deck, every card in the list is a 1 of as you cannot afford to not reset when you need to. 

The goal of this Reno deck is to usually fatigue your opponent with your massive life total. From the cards alone and the main combo, you get a total of 145 life. This is not including hero power and other side combos. 

Your bread and butter combo consists of 3 cards: Reno Jackson, Youthful Brewmaster, and Ancient Brewmaster. The combo is self explanatory. Reset life total to 30, bounce Reno to hand, rinse and repeat twice giving you a total of 120 life. 

Additional combos revolve around Brann Bronzebeard, Mind Control TechShieldmaiden, Refreshment Vendor, and Antique Healbot. With Brann, you gain 24 life and 10 armor. Of course it is unlikely you will score Vendor, Healbot and Shieldmaiden off of Brann but you'll typically want to save Brann for Healbot for a 16 life gain or Shieldmaiden for 10 armor. Against Paladin you have the chance of hitting twice with your Mind Control Tech.

That said, Justicar Trueheart will typically net you well over 40 armor a game. 

Typically, Elise Starseeker is not used for the goal of dropping legendaries but to: 1) Add an additional card to your deck so you deck out one turn later, and 2) For the 6/6 taunting Golden Monkey at the very end of the game. 

The rest of the deck is self explanatory, keep up defenses early game, board clear here and there, fatigue opponent and win. The learning curve of the deck is quite high as you need to know when to play Reno Jackson as late as possible because even one extra turn absorbing damage can win you the game. Not only that, know when to trade, when to bait a full board and clear, etc. But once you've played the deck enough, you'll get the hang of it and have lots of fun with it.

Currently testing Abomination in place of Mind Control Tech

Feugen and Stalagg are two cards you can play around with. I still haven't found the perfect cards for those spots. 

I'll write a match-up section if people are interested!