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[E-Z Rank 5] Reno'Zoth

  • Last updated May 28, 2016 (Old Gods)
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Wild

  • 22 Minions
  • 7 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: N'Zoth Paladin
  • Crafting Cost: 12500
  • Dust Needed: Loading Collection
  • Created: 5/29/2016 (Old Gods)
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  • Battle Tag:

    LunarPhobia #1530

  • Region:

    US

  • Total Deck Rating

    1464

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Reno Jackson + N'Zoth Paladin deck. Screwed around in an attempt to find a solution to the non-stop aggro Shaman and Hunter and ended up with this deck. After some testing, it turns out that this deck also does pretty well against non-aggro decks like Mage, Patron Warrior and C'Thun Druid!

As of now, I am 14-3 from rank 9 to 5.

Machups;

Shaman;

Mulligan for Reno Jackson, Cyclopian Horror, Doomsayer, Wild Pyromancer (with coin or spells), Consecration, and 2-3 mana drops such as Aldor Peacekeeper (don't keep Acolyte of Pain).

Try to keep the board under control early using Doomsayer and other early drops. Towards the midgame, try to get the most value out of your AoE (wild pyro + equality, consecration). I would save Humility for their Flamewreathed Faceless. If you manage to survive past mid-game, you'll eventually play Eadric and other big cards, which will give you lots of tempo.

Just remember, if you think they might burst you down, they probably can and will.

Hunter;

Similar to the Shaman matchup, except most Hunters are more mid-ranged. You will usually want to keep a Humility or Aldor Peacekeeper for their Savannah Highmane, if at all possible. Once you get into later game, Eadric the Pure will help control their board. If they happen to be a N'Zoth arch-type, or just flood the board, bring out the good ol' Enter the Coliseum.

Be very cautious of the new broken card, Call of the Wild.

Druid;

Mulligan for Doomsayer, Aldor Peacekeeper and other early game creatures. They'll win by summoning high-cost creatures very early and out-tempoing you from there. In this matchup, you'll want to be smart using your removals. You can afford to take a little damage in order to get more value out of your removal, as there is a good amount of healing in the deck. Later game, you'll have more steam than them because you run N'Zoth.

Most Druids are C'Thun, so make sure you are either:

1. Going to end the game before C'Thun comes out of the closet.

2. Have a way to deal with C'Thun when it is played. 

Once turn 10 hits, keep track of how much damage C'Thun can do to your face.

Mage;

Most mages these days are tempo, however there is the occasional freeze. You have a good chance to win in both of these matchups; freeze mage being slightly easier.

Since most mages are tempo, you should assume that you're playing against one. Mulligan for Doomsayer, and other early game cards (not Acolyte of Pain). Truesilver Champion can be kept if you wish. Cyclopian Horror is also ideal, to shut down their Mana Wyrm + Mirror Entity bullshit.

Tempo Mage; Control the board, and try your best to not get out-tempoed.Wild Pyromancer + Consecration/Equality should be used accordingly. Cyclopian Horror can also help you to shut down their early-game bastard minions. Around turn 7, you'll want to have Spellbreaker, Humility + Stampeding Kodo or Equality + Consecration/Wild Pyromancer to kill their Archmage Antonidas. This is pretty much the big make or break in this matchup. Once he is dead, you should be fine. There is enough healing in the deck to take several fireballs to the face! 

Freeze Mage; This matchup is much easier, due to the fact that they don't have a 69/69 Mana Wyrm on turn 2. You have much more room to breathe, and all you have to mainly focus on is finding a way to deal with Archmage Antonidas. You'll want to bait their Doomsayer so you can play N'Zoth safely. For once, it's ok to slightly over-commit against freeze mage. Just like the tempo mage, you will just out-heal the mage's damage, unless you let Archmage live for more than 1 turn. In that case, you've failed and will struggle.

Immediately destroy Archmage Antonidas and you'll be able to heal your way to victory!

Card Explanation;

Cyclopian Horror; Very good taunt card in this aggro meta. At best it's a 4/10 and at worst  it's just a Sen'Jin Shieldmasta.

Corrupted Healbot; Incredible stats for only five mana! This helps to fill the five drop void for Paladins. Despite the healing deathrattle, I do believe it's still good. It can also be resurrected with N'Zoth.

Harrison Jones; This current meta is weapons galore. Everywhere you look you'll see Doomhammers, Fists of Jaraxxus, Eaglehorn Bows and many more.

Enter the Coliseum; This is Paladin's most underrated card. It's a slightly worse version of Brawl, but it helps you clear the board nonetheless. EXTREMELY good vs. N'Zoth decks and also helps in aggro matchups. In conjunction with Humility, you can take out their big creature and leave behind their shittiest minion.

Justicar Trueheart; A helpful card to have in heavy control matchups. Allows you to flood the board with 1/1s, even when you're out of steam.