[74% Winrate] Combo Renolock
- Last updated Jun 9, 2016 (Old Gods)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Renolock
- Crafting Cost: 4560
- Dust Needed: Loading Collection
- Created: 6/5/2016 (Old Gods)
- DaDragster
- Registered User
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- 2
- 5
- 14
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Battle Tag:
N/A
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Region:
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Total Deck Rating
46
Hello all,
I created this deck the day before the season ended for a quest and I won from Rank 9 to Rank 3 just in those two days. I currently am 10-2 this season with the deck and am just dominating the ladder with it.
So the premise is simple, stall until you have Leeroy Jenkins, Faceless Manipulator, and Power Overwhelming, and combo your opponent down, or just beat them down and use those cards as tools.
Personally I have won a lot more games with just Leeroy and one of the other pieces because they appear more regularly separate than together.
**UPDATE**
v1.1: Dropped Ancient Watcher for Shadowbolt
v1.2: Replaced Bane of Doom with Azure Drake. Similar mana costs and have found along with lots of others that Bane of Doom was useless. It worked a lot better before standard and it was replaced with a spell damage buff. Sen'jin Shieldmasta might work better depending on your matchups. If you have a better idea I'd love to hear it!
Play style:
I have always been a Handlock lover, but with GvG's introduction it hurt the deck so not as many people used it. Then League of Explorers was introduced and people made a lot of Reno Jackson decks, and a nice little bonus with this deck for Reno Jackson is there are a lot of different styles to include. This has the Standard Handlock cards such as Lord Jaraxxus, Mountain Giant, and Twilight Drake. Molten Giant was not included because if you are at 5 health to get the most value, you are already dead.
Will write a full Mulligan Strategy and Yada Yada when this gets enough upvotes but for now the only important one is to know when to use your Hero Power and knowing what opponent means what number of health is safest.
This means when you are going against a hunter, and it is turn 5 and you can tap followed by Mountain Giant to get that yummy value, but you do not have any means of health gain in your hand, and your opponent has a board, then it may not be a good idea to Life tap because you just die faster. A good way to know what not to do is to play a wide variety of decks and know what they want you to do, and I have played enough Hunter in my early days to know that when they life tap you get happy.
So this deck is very good against all sorts of decks and is currently 26-9 with a winstreak still. From what I have seen, there is no clear counter to the deck besides just getting Tempo'd out.
Statistics (Can't get the image but this will have to do) Updated 6/9/16
Druid: 3-1 Hunter: 5-2 Mage: 3-0 Paladin: 0-0 Priest: 5-1 Rogue: 4:1 - -Shaman: 7-7 Warlock: 8-3 Warrior: 11-3 Total: 46-18 (72%)
Here is a shortened Mulligan/Strategy, will update when I have more time. (Pardon my lack in intelligence for using those fancy links)
Druid: This matchup is sort of weird because you can't really tell if it is C'Thun or Token or Fandral or the million other choices. But in this case I would Mulligan for Mountain Giant, Imp Gang Boss, Twilight Drake, pretty much anything works here. Druid seems to be passive atm and does not threaten too much early on. It is really nice to not have to deal with Combo anymore so the only thing is just not getting run down. That is why mulliganing for early game maintains your board so you can do whatever you want with the board. Fairly easy on paper.
Hunter: This matchup is hard/easy. If you mulligan for early game, such as Ooze, Imp Gang Boss, Flame Juggler, Doomsayer, Twilight Drake, it doesn't sound too hard, if you see a hellfire or demonwrath, keep it, you never know what can happen to your board. If good ole Reno is in there, take it. The only way I would keep a Mountain Giant in my hand is if Reno is right there with it. Mainly the strategy is straightforward. Stay alive. Turn 6 or 5 with coin It is very ideal to play Sylvanas as soon as you can, Savannah Highmane is very hard to deal with and Sylvanas is amazing in taking it. Go ahead and ruin the combo if you need to Power Overwhelming her and take the Highmane right off the bat.
Mage: Now the odds of it being Freeze are sort of low, more of a tempo based mage is standard these days. Freeze mage is burning your opponent down with little minions, keep a siphon for Antonidas, and only play Reno if you are going to be below 16 health, or ideally directly after an Alex. Cult Apothecary can only get a little health, too small to be substantial, so you can tempo drop him. And if all else fails, save Brann and Earthen Ring Farseer for a last resort heal. Tempo Mage is similar to Hunter. You do not need Reno in your opening hand but it can be nice. Otherwise just go for early game and you can be fine.
Paladin: I don't actually think I have played a paladin since I made this but keep your early game, out tempo your opponent and go for value. If it is N'Zoth, save Sylvanas for Tirion. That is very key. It is not easy dealing with it twice and just once can win you the game because when he plays N'Zoth, he shouldn't have any serious taunts. Then the combo destroys him. Spellbreaker I guess helps against Tirion but lets be honest, if you can have a Tirion or have to deal with a 6/6, what would you do. Agro Paladin is just stay alive and clear board. Its not too hard since you already Mulligan'd for the early game.
Priest: This is quite simple, So simple I might even keep Lord Jaraxxus in my opening hand because that is the only step. Save Lord Jaraxxus and play when their board is empty. Then just slowly beat him down. Otherwise go for Twilight Drake and Mountain Giant. In this aggressive era, it is doubtful they have two Shadow Word Deaths.
Rogue: This is hard, but winnable. Mulligan for early game and do not play minions with a full hand, unless it is two of. That is like you playing a 10 health Twilight Drake or 3 Mana Mountain Giant, all this does is gives him a free mill. Sap is deadly in handlock because it can mill. That is why a value tap can be crucial if they plan on ending your dreams. Otherwise on turn 5 ish make sure you have a 4 attack minion, (favorite is ancient watcher, they never touch that), and shadowflame that sucker when he plays Gatgetzan. Watch your life total as well. Might be smart to save an argus if you need to because Leeroy is not only a Warlock tool ;).
Shaman: Hard, but winnable once again. Mulligan for Reno Jackson, Ooze, and Hellfire. That is the tools necessary to win. Keep any of those but if you get a Doomsayer, Twilight Drake, or Imp Gang Boss or Dark Peddler, just keep it. Anything to annoy your opponent and stall is very very very important. This is not really hard actually just more of a draw thing. 99% of the time I swear they have tunnel trogg into Totem Golem and you can't win them all. Doomsayer is so sick in this matchup though it an win you the game on the spot.
Warlock: Certain it is Zoo. Willing to bet. Mulligan for any of the following. Peddler, Imp Gang Boss, Hellfire, Doomsayer, Flame Juggler, Brann, Twilight Drake, Earthen Ring, or Cult Apothecary. Heck with it, through in Reno too. Its why we have it. Just keep his board small and your board strong. 11 health is what I'd call safe in this matchup so stay above that. Dread infernal is so boss in this matchup because it clears those 1/1's so nicely. Also, if you have a 2 attack minion and he plays a Darkshire Councilman, attack him in there if you have Hellfire. Spellbreaker his Councilman too. A 1/5 is really just a board space at that point.
Warrior: Hard/easy. Just don't be dumb. Mulligan for early game sort of, not to the Hunter or Shaman extent but like Twilight Drake and Mountain Giant just help a lot. Reno is nice to keep in opening hand. Warrior can pile on the damage quick and Reno can save you. Sometimes people play an agro warrior too which gets destroyed by Reno. Otherwise play Jaraxxus on an empty board only and keep health high to avoid Grommash. And it only takes once to realize that Worgen+Charge+Inner Rage+ Faceless is a lot of damage so be warned,
Good Luck with the deck because it truly is amazing!
lol those lists are nearly identical.
yea but this is deck is actually a tournament deck
Well that makes all the difference in the world, doesn't it?
Bane of Doom,it was a totally useless card.cost 5 mana hit 2 point and creat a creature that you can not control,and we all know warlock's minion are so bad,not even better than prist.if you got a 0/1 1/1,it was like you done nothing on you turn...
Infuriating and way too rng dependant. What's that? You're playing against a nzoth pally? Of course you won't get ooze for the entire 20 turn duration. What's that? You're playing against shaman? Of course you won't draw doomsayer ever. What's that? You're playing against zoo? Of course you won't draw a single clear...
10-2 this current season when posted. Last season was rank 9 -> 3 with whatever winrate was then. :)
I can't get the image of the winrate to the page, if anyone could give a hint on how to id appreciate it. And on the Legend proof, none yet but if I do I will let you know. The statistics against classes is all we have to prove of this. and in the intro it says through rank 3 so next time just read.
Don't worry what they are asking you for. I tried the deck, so far I am 6-1 on rank 6, it is perfectly good, but it is a little difficult against Tempo Warrior, otherwise, it is amazing versus any kind of matchup, unless they are a very aggro deck, which makes things harder, but it worked. Won against 2 Zoolocks, 2 Midrange Shamans, 1 Midrange Hunter and 1 Tempo Warrior, while I lost to another Tempo Warrior who used charge oriented minions. Bold deck!
Had some good fun with the deck :D ! I was curious though why you didn't choose Shadow Bolt as one of the cards :O ? Just wondering XD ! Thanks for the share anyways! Here's some gameplay!
i think shadowbolt should replace bane of doom or dread infernal for sure
I think there is a lot of wiggle room with this deck for sure I was just curious what the author's thoughts were haha!
You know a deck is bad when there's Cult Apothecary in it
This deck isn't that good for ladder. It's win condition is countered so hard by Aggro and good control warriors, to be honest I have no idea how you are 10-2 against warrior I highly doubt it. You have no way to remove their armor unless you get ahead on Minons and even then they are just going to brawl and you lose. This deck would be great In tournaments and I have seen some variations of it in them, but it seems to unreliable for ladder similar to something like maly rouge.
The numbers seem surprising to me even when you look at them. But agro is tough and that's why you need to play smart against them like not tapping as often if you have the tools. And against warrior, as long as you get jaraxxus out early-ish the game is cake. If you don't have a good moment to play jaraxxus you probably lose anyways you just need to recognize the window
Brawl ?
There are barely any Control Warriors anymore. Most of them are tempo (midrange) warrior, which doesn't run brawl.
AND even if there were many control warriors, renolock has always been great against CW because of Jaraxxus.
I'm not a fan of THIS list (for me the best renolock list is Thijs' list), but it's not trash.
You clearly have no idea what the fuck you're talking about, huh ?
Um. First off I didn't call this deck trash. I said it is better for tournaments then ladder. Also ive played against this as control warrior and have yet to lose. so clearly You do not know what you are talking about. Jaraxus is terrible against control warrior. a smart control warrior saves his Harrison for this, or even runs an ooze if they feel like it. the 6/6s really don't do anything late game when there is all the big drops from control warrior. PLus also renolock will 9/10 not be able to paly jaraxxus unless they are ahead because it puts them in burstable range with gorhowl out with 5 damage, and then garrmosh and an avenge. its a very easy matchup to win, you just have to be smart and use that brain you got
It's very helpful against control warrior and priest. It's also a nice health gain when you need it Alex would be good if you find yourself needing health more but I'd favor Elise like the other guy said
I don't really see the value of Bane of Doom and Ancient Watcher. In my opinion they are pretty much dead cards, would replace Bane with Refreshment Vendor
i keep losing with this exact deck, im probably playing it wrong, any tips?? i lost to a reno cthun rogue, and some other wierd decks, i either keep coming up SUPER close with like 1dmg off ( the rogue match) or im blown out of the water with no answer while still keeping good mulligans.. any videos would be amazing