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[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)
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  • Battle Tag:

    MetricTrout#1723

  • Region:

    US

  • Total Deck Rating

    206

View 22 other Decks by MetricTrout
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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.