Secret Reno N'zoth Paladin
- Last updated Jun 20, 2016 (Old Gods)
- 19 Minions
- 10 Spells
- 1 Weapon
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 10340
- Dust Needed: Loading Collection
- Created: 6/20/2016 (Old Gods)
- Registered User
Total Deck Rating
This is what I'm using to climb the ranks right now. I'm sitting at rank 5. I started out with a secret n'zoth paladin, then just kept fiddling around with it until I realized that I had very few doubled cards, so I trimmed some more and threw in a Reno.
I always mulligan for Mysterious Challenger against slower decks, but I don't get rid of a good 2 drop if it pops up.
Against aggro, I hold Challenger if it shows up, but I don't toss early game cards to go fishing for it if it doesn't.
You have to pull a Challenger and a Consecration to activate Reno.
Challenger works so well because it thins the deck so you can get to your heavy hitters. (Unless you have crummy luck and draw all of your secrets out first.)
Funny... I thought this was a Wild deck and have been playing it over there. It's pretty effective there, too; 7 wins and 3 losses.
Played around 4 casual games won them all, super fun deck! captured my love for paladin again since standard launched! why armoured warhorse thought? not senjin?
Armored Warhorse is totally replaceable. I think Senjin would be fine in that slot. I actually had an Argent Horserider (3) instead for a long time, but I was running into a lot of Shamans and I wanted something that had the potential to remove some of their fatter minions. I've tried swapping in an additional Truesilver too.
Appreciate the reply man,i'll play around with that slot! though it does actually tend to trigger most of the time!
I dont really think the dragons have a place in this deck, i would replace chillmaw and deathwing with justicar trueheart and cairne bloodhoof
I think a decent argument could be made for removing Deathwing, but Chillmaw is actually really great in the deck. An extra chunky taunt that works with N'zoth has been helpful in a lot of games. Plus sometimes people waste their silence/polymorph on it. :)
I see the reasoning behind chillmaw, and the tactical edge of maybe drawing into the faerie dragon could work out. I would still, however, swap deathwting with Justicar Trueheart
1) I really like that you have Sacred Trial as a Secret Tech.
2) Not sure about 1 Equality. In this meta, there are a lot of things that you need to critically take down. Yes, this one Equality means you'll be taking down 1 major legendary, considering that your opponent is not Yogg-Saron archetype, such that your opponent "helped you clean up the board" when the spells aren't in your opponent's favor.
Also, it seems like the Equality is held just for Consecration or Wild Pyro, so then it cannot specifically deal with a panic situation in Control decks where they just sit with 2 or less "strong creatures", which then also counters my first comment about Sacred Trial because then your opponent will stick to only 2-3 minions (and this is likely in Control Warriors' archetypes or people who play around MC Tech). Again, this is the biggest tweak, in my opinion.
3) I like that you chose to do 1 Truesilver as to show that you have enough power. I remember experimenting pre-Standard with Bomb Lobbers helping me take less Face Trades versus aggressive, even if the RNG sucks, at least I am not trading with my Face, hence 1 Less Truesilver concept is "conceptually acceptable".
4) In my non-Reno Secret recently, I run Amani Berserker because of Fiery Bat and Flame Juggler.
5) Cult Apothecary is abit awkward except against aggressive decks or tons of hero-powered totems that have not been buffed by Thunder Bluff Valiant (since they basically gain you more than the next turn's damage unless they have 1-of Bloodlust ready for their mass-totems)
Then the question is like when "Instant Reno" hits, does the healing matter if you are going to get hit for the same amount again, or that Instant Reno on 6 will also lose at least 10 damage from a massive opponent board again.
6) Chillmaw is a good bluff and a taunt by itself, I like that potential bluff. And if Deathwing in hand, then it is good basically like a Yogg-Saron specifically pulling out the Twisting Nether.
/edit 7) One or two duplication(s) is fine. I've played Reno Control Druid where I have 2 Wraths to take down Mana Wyrms, Tunnel Troggs, Knife Jugglers, etc. etc.... and Swipe used to be for Muster for Battle.... I had changed 1 Keeper of the Grove BEFORE it got nerfed to Spellbreaker like 3-4 months before that ROUND of NERFS. So I don't disagree with Two-Challengers in the deck.
Other than these, I think you're on your way! Good job!
Thanks for the thoughtful breakdown!
Adding another equality is something I go back and forth on. Sometimes I switch one out for the Cult Apothecary, but lately I haven't seemed to need it.
To be honest, I almost never get to play Reno on turn six. He often gets dropped at the end of a long game to buy me just one more turn so I can pull a Deathwing or a N'zoth.
I love Chillmaw for exactly the reasons you said.
I actually didn't realize it was the same Amaz until after the game was over, and someone told me they'd been watching on his stream. So cool! It's either a very fun deck to play or, depending on how the draws play out, a giant pain in the neck. Thank you. :)