[Legend] Fatigue Reno Mage
- Last updated Jan 20, 2017 (Gadgetzan)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Reno Mage
- Crafting Cost: 10640
- Dust Needed: Loading Collection
- Created: 1/20/2017 (Gadgetzan)
- MetricTrout
- Registered User
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- 6
- 20
- 43
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Battle Tag:
MetricTrout#1723
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Region:
US
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Total Deck Rating
206
I used this deck to climb to Legend in the Wild ladder for the January 2017 season.
There are many Reno Mages decklists available for both Standard and Wild, but I haven't quite seen one, either on Hearthpwn or on ladder, that uses fatigue as a win condition. This is my personal variant of Reno Mage, which focuses heavily on removal and survival over presenting any late-game threats of its own. Meanwhile, card draw is largely eschewed in favor of card generation effects, ensuring that the opposing player runs out of cards first.
I currently have a 65% (42-23) winrate with this deck, from Ranks 5 to Legend. It's a small sample size, but it generally has enough defenses against aggro while outlasting control decks. The worst matchups are Jade Druid, for obvious reasons, and Dragon Priest due to their ability to generate threats outside of card draw.
FAQ: Why is Yogg-Saron in the deck?
Yogg-Saron, Hope's End is indeed the most interesting inclusion in this deck. It does seem counter-intuitive to include Yogg in a deck based around fatigue. However, in most matchups, you're far enough ahead in fatigue that card draw from Yogg is rarely detrimental. As most decks innately pack card draw, being around 8 cards ahead in fatigue isn't uncommon, and it's unlikely that Yogg draws you that many cards.
Playing Yogg-Saron is generally a last resort, due to his high variance. However, having Yogg as an option can allow you to stabilize an unmanageable board state, turning around an otherwise lost game. Ultimately, it doesn’t matter whether you’re 2 cards ahead in fatigue or 10, as long as you make it to that point.
Yogg-Saron is a worthwhile inclusion for this deck in particular, as you don’t have any threats of your own to close the game out. Your win condition is to survive 30 cards from your opponent, and having one final maneuver at your disposal can make all the difference.
Hey I made some changes to your list with Un'goro Launch. Upgraded some cards and added Elise the Trailblazer for more of that fatigue game value. Please let me know what you think of it.
That seems like a fairly solid decklist for the new expansion. Un'Goro provided a lot of new tools for this or any variant of Reno Mage. Primordial Glyph is a highly versatile card that will likely be a staple for any non-Freeze Mage deck for years to come Gluttonous Ooze and Elise the Trailblazer are also great cards that will probably going to be fairly common in Reno Mage in this meta.
Your deck is similar to how I would update this deck for the new expansion. Of course, I'd probably keep Yogg-Saron in my deck; it's nice to have an emergency out that could work in any scenario as a last resort. If anything, Un'Goro gives Yogg a minor buff; of the news spells, only Dinomancy and Explore Un'Goro are universally bad, while quite a few of the new spells only provide a beneficial effect. It's understandable if you choose not to include Yogg, though; after the nerf, he will always remain highly unreliable.
I'd probably replace the original 3/5 Elise minion as well. A single Elise, plus Forgotten Torch, Manic Soulcaster, and Deathlord should be enough to outlast most other decks in the fatigue battle.