Reno C'Thun
- Last updated Aug 6, 2016 (Old Gods)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Warlock
- Crafting Cost: 8760
- Dust Needed: Loading Collection
- Created: 4/21/2016 (Explorers)
- Stryps_hs
- Registered User
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- 8
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- 28
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Battle Tag:
stryps#2511
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Region:
EU
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Total Deck Rating
753
Hey guys,
first of all thank you for the positive feedback and the comments. I'm a bit surprised that the deck has reached such a high amount of views, because I had just uploaded it in order to show it to some friends.
So a little bit about me: I'm a 22 years old student from Germany just playing the game casually. I made it to legend one time before. Normally I only play to Rank 5 and get bored very fast after that cause of the metagame. Hopefully Standard will change that.
I think you can compare the deck to an older combo Renolock so it will be played quite similar. Use your resources wisely. Prepare for playing from behind in the early and maybe midgame when your opening is really slow. Try to take over board during the midgame and recover with Reno. Then pressure your opponent and finish him off with 1 or maybe 2 C'Thuns.
When C'Thun wasn't enough you have the Jaraxxus for the lategame.
Update:
Wanted to update the deck and add a few cards from the latest adventure to it but unfortunately I think there are no cards that would fit in this deck very well. So I just updated it to the list I'm playing right now.
Small Mulligan Guide: (I'm writing a complete one when the meta stabilized a bit)
Generally go for some early game. Always keep the Doomsayer, it can give you some tempo in the early stages of the game even against control decks. But keeping Reno/Hellfire against shaman or a cheap aoe against warlock in case of it's zoo can't be wrong. You can look up complete Mulligan guides from older Renolocks. It's almost identical in this deck.
FAQ:
I don't have BRM what can I do?
Replace Imp Gang Boss with Mind Control Tech or Harvest Golem and try Spreading Madness or Tentacle of N'Zoth as a replacement for Demonwrath. Emperor Thaurissan is a very good card and I recommend getting the first wing of BRM as soon as possible. In the meantime you can try The Black Knight if he's not already in your list.
Why Lord Jaraxxus in a C'Thun heavy meta?
Obviously you don't play him when you expect a 20/20 C'Thun on an empty board in the next round but you can use him to pressure the C'Thun decks early or as a recovery after a C'Thun when Reno was already used. In any other control matchup like N'Zoth Priest/Pala Jaraxxus works fantastic.
Why no Usher of Souls?
I played a lot with that card and I was a big defender of it, but I have to admit that it's straight up not good in this deck. The body for tempo gets removed easily and the C'Thun buffing effects is more or less unnecessary.
What about Doomcaller ?
The list didn't feature Doomcaller for a long time and I wasn't really happy to cut it. I put him back in to give him a second chance and it turns out that he isn't as bad in many matchups as I thought before. A proactive threat in the lategame even without the double C'Thun prevented a passed turn many times. And killing your opponent with the second C'Thun just feels great. When you don't like it feel free to run a list without it.
Is it possible to cut Acidic Swamp Ooze from the deck?
Of course it is possible and it's a good cut when you don't face any weapon classes. But I highly recommend not doing this. Even when you're matched against a weapon class in only 1 out of 5 games, a destroyed Gorehowl, Doomhammer, Ashbringer or a big Rogue weapon can win you the game. The 3/2 body in the early against non-weapon classes isn't that bad either.
Recent changes: (small explanation why I made this change below)
- Power Overwhelming, Usher of Souls
+ Earthen Ring Farseer, Doomcaller
Possible Replacements:
When you're facing a lot of taunts on the ladder use The Black Knight instead of BGH:
- Big Game Hunter, + The Black Knight
I wouldn't recommend this change but when Doomsayer doesn't work for you pick one of the cards below:
- Doomsayer,
+ Cyclopian Horror/Earthen Ring Farseer/Mind Control Tech
When you feel like the deck features too many 3 drops now, I recommend this change:
- Earthen Ring Farseer / Twilight Elder
+ Cyclopian Horror / Sen'jin Shieldmasta
Update:
Updated the decklist. Talked about the thoughts on specific cards in the FAQ. The Power Overwhelming was great with Sylvanas Windrunner and Shadowflame but it was too reactive in many cases. I put Earthen Ring Farseer back in for a small additional heal and some early game.
Just a small Highlight from one of the games: (the po was from the peddler)
kiwiinbacon's video:
Khristophesaurus' video:
Double Twilight Elder may be problematic for Reno Jackson
I like the C'Thun theme with Renolock and while I believe that there is a really good chance that C'Thun will be the newest and most effective version of Renolock after the expansion, however, with most current Renolock's running the Arcane Golem/Leeroy Jenkins combo with Faceless Manipulator and Power Overwhelming as a finisher, I thought that since none of those cards are leaving Standard, and Leeroy Jenkins still is a viable option for the combo since it did not get nerfed like Arcane Golem, I think that you'd be able to include that combo in the deck since you'd be able to get POs from Dark Peddler, and there are a few cards that I think are a little weak for the deck.
The cards think you should consider cutting are Big Game Hunter, Demonwrath/Shadow Bolt. I think BGH should be removed mostly because of the nerf it got that will make it now 5 mana, but also because you have many other removed options including Siphon Soul, Twisting Nether, and Shadowflame. With those other options, you could remove several big threats from your opponent, and the inclusion of the combo, which may not always be complete, still provides you with some burst damage to close out the game/possible removal. Leeroy + PO + Faceless = 20 damage, and a 2nd PO from Peddler is 28 damage. C'Thun itself is removal with its battlecry, and possibly the extra damage to put the opponent into combo range.
I think Twilight Geomancer is just a weak card since a 2 mana 1/4 is weak stats for a slower meta, and giving C'Thun taunt doesn't do much since there is a good chance that he will clear the opponents board or kill them outright with its battlecry. Because of this, Taunt only being good if you are low on health and your opponent only has charge minions to kill you, and you have several other taunts already.
Lastly is a toss up between Demonwrath and Shadow Bolt. I prefer cutting Demonwrath since there is a good chance there will be less zoo-type decks in Standard, and you have very few demons that synergize with it. However, this is more of a meta call and we will have to wait for Standard to drop to see what is the best choice.
So I think you should really consider the combo in your deck since it is soooooo good in mirror matches with other control decks. While we will probably see more taunts in the Standard, games will likely on longer which makes obtaining the combo more likely, and you have lots of removal, as well as C'Thun and the rest of your deck to win the game alternatively.
You're deck is still great though and I'm probably going to try it out once the expansion hits.
Adding the Leeroy Jenkins,Power Overwhelming, Faceless Manipulator combo is really something I'm considering right now, because Doomcaller's effect might be a bit too slow.
I would cutBig Game Hunter, Shadow Bolt and Doomcaller. I think a 2 damage aoe should be better overall than 4 damage to a single minion since you also have Power Overwhelming now for trading if it's necessary.
I disagree on Twilight Geomancer.I think the 1/4 body with taunt is a solid card in this deck even in a slower meta, because aggro will be out there for sure and surviving the early game only with 3 minions and a spell could be very difficult. Especially because Ironbeak Owl got nerfed and Darkbomb, Imp-losion and Zombie Chow are rotating out.
Nonetheless, thank you for your feedback and the suggestion!
Well done theorycraft bro ;)!
It depends on how many zooish type of decks you will face in standard. I don't expect them to be that popular the first days so sen'jin should be better overall. If I'm wrong I'll replace him with Cyclopian Horror.
Why Twilight geomancer?
I think it's a solid 2 drop in this deck.
If C'thun doesn't kill then your opponent has a big ass taunt to go through before they can kill you.
How to play this deck
The hell is even the point of Bane of Doom when Mal'ganis can't be summoned.
You really think the only thing that makes Bane of Doom playable is the 1 in 18 Mal? Sry that doesn't make any sense.
You could try spreading madness or tentacle of nzoth
Elise is straight up not good in this deck. As you aren't going to ever really want her effect to take place and this isn't a deck that goes fatigue and then looks for more threats to drop.
you lost implosion and dark bomb which were two critical tools to smoothing out the early game against aggressive decks and crucial mid game stall cards like loatheb, sludge belcher, and healbot. Replacing it with drops like sylvanas, doomcaller, and elise seems suicidal against early aggression since many of the cthun buffing minions dont have taunt and you dropped defender of argus.
For my C'thun renolock list I basically made the assumption the only cards I will need to take the game late are my c'thun pieces into cthun himself and combo damage. So you can drop some of your midgame minions in favor of cards like abusive seargent, power overwhelming, and leeroy, that help trade even if you dont need to use the combo, but can potential set up for huge finishers when you've stabilized.
Thanks for your feedback. I changed Elise with sen'jin that should help holding off some early aggression. I thought about cutting the sylvanas for an argus but I like a potential Sylvanas + shadowflame too much. If doomcallers effect doesn't work very well I'll cut him for an additional taunt.