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Reno Weapon Warrior

  • Last updated Dec 19, 2016 (Gadgetzan)
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Wild

  • 17 Minions
  • 8 Spells
  • 5 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Warrior
  • Crafting Cost: 7420
  • Dust Needed: Loading Collection
  • Created: 11/29/2016 (Yogg Nerf)
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  • Total Deck Rating

    136

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This deck is an absolute monster!  It shuts down Pirate (assuming they aren't Oozing it up :V), out-race Jade and either snipe or even out-fatigue Reno.  Once it draws enough weapons and either tempo cards or Reno the game is usually won.  This deck is an onslaught of weapon value that even Harrison Jones can't combat!

The strategy: control the board with weapons, deal face damage with minions, get value from Acolyte or Reno if you've drawn them and then finish opponents off with a combination of your board, weapons, Heroic Strike, charge minions Rag etc. before they get the chance to retaliate!

There are a lot of 4-, 5- 6- and 7-drops in here.  That's because a lot of them are situational cards that often don't want to be played on a curve, and they're also to make up for the lack of draw power in the deck.  They've got great value but many of them are there for the sake of counterplay. Acolyte of Pain is this version of the deck's only draw power but it has a good method of drawing it.  You could make a shell around Fight Promoter instead and see how that turns out (or Battle Rage if you're feeling scientific) but for now Acolyte has been an easy way to draw cards because of the plethora of triggers you can give it and that most of the cards aren't particularly dead otherwise.  

In this deck there are only 1~2 cards worthy to be played whimsically on curve at each mana cost for 2 and above.  That isn't many but that's perfectly fine!  Sneak in face damage with Brass Knuckles, Kor'Kron Elite and whatever else - by the time lategame comes around, you'll probably have a great way to deal a lot of damage to the other player and close out the game before they can swarm you with their jade armies, Kazakus value and what have you.  

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Edit amillion:  I've cut out all the edits because this was getting to be a wall of text!  After a lot of experimentation I've only just recently been particularly content with how strong the deck is and why: the card draw and early-game removal needs to be efficient!  There have to be enough solid ways to deal 1, 2, 3 and 4 points of damage to things, and the card draw must be reliable and not dominate your hand.  

I've tried Fight Promoter but playing around 6 health was tricky especially if you don't commit a lot of the deck to it, and if you do then it might play much differently and there are lots of other considerations to make there.  I'm not saying it's bad, it's just very, very different than drawing with Acolyte and friends.  Same goes for Battle Rage *shudders*.

A few key changes:

No more Don Han'Cho! He's way too slow and the exact opposite of tempo which this deck needs to be in order to stay viable in this current meta.  Midrange is dead and gone!  Don't let midrange Shaman fool you into thinking otherwise!  Also it was very annoying playing with him and Ragnaros in the same hand and so I tried not including Rag which was a really bad idea because this deck loves Rag.

Naga Corsair: Deceptively good here.  +1 attack to FWA or King's Defender when it matters can be worth it, but +1 to Gorehowl, Fool's Bane or Brass Knuckles can be a really big deal.  She's basically Captain Greenskin, minus one mana for minus one Durability; you could try fitting in Greenskin instead (or as well) but with Ooze going around any sort of Upgrade! effects in a non-aggro deck is very risky.

Burgly Bully, Venture Co. Mercenary, Argent Commander, Kor'kron Elite and Defias Cleaner:  All valuable cards that like receiving buffs and can be played in a tempo shell.  Of course Venture Co. is dangerous against Paladin but when played on curve every attack it makes means a lot.  Most notable here are the two with Charge: they can help close out games and make really important attacks where they normally couldn't have without the help of buffs from Grimy Gadgeteer, Brass Knuckles, Cruel Taskmaster and/or Inner Rage.  This deck is designed to have burst potential which is a key factor in winning in this meta right now and the Charge minions are a very big part of it.  

Best of luck this season and also check out my other two Standard Gadgetzan decks: Blubber Discover and Deathrattle Hunter!