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(Wild) (D.E.) Reno Warrior is back

  • Last updated Jul 8, 2018 (Spiteful Nerf)
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Wild

  • 22 Minions
  • 6 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Control Warrior
  • Crafting Cost: 20560
  • Dust Needed: Loading Collection
  • Created: 4/21/2017 (Un'Goro Launch)
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  • Total Deck Rating

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Greetings travellers,

(Old Introduction)

I've been playing control warrior for 3 years now and i'm still loving it, except for the fact that I don't really like it in Standard because of the loss of Ragnaros the FirelordJusticar Trueheart,Sylvanas Windrunner and Elise Starseeker. Those cards were key cards for a fun and strong Warrior deck. So I decided to craft some key wild cards and try this deck out with Reno Jackson. It worked really well with a win percentage of 78%. Double elises make this deck as it is, because of the power that you can generate from them. I just added some of the un'goro cards like the quest and the Primordial Drake to make this deck more powerfull than it already was. If you think there should be another card in this deck that i haven't included, put it in the comments. 

 I've finally changed the deck completely to a way more consistent deck. The Elise's are back on track and ready to beat up slow decks with lots of fun value. The quest has been removed for several reasons, most important one is that it's too slow to keep up with things like cubelock or any aggro deck. Removing that quest, gave a lot of new opportunities and win conditions to explore again, so i added n'zoth as an additional win condition. I'm still figuring out if any of the Witchwood cards could fit in, so stay tuned for more updates. Hope you enjoy this new version of my Reno Warrior :)

 Mulligan:

Try to look for weapons versus almost every matchup as it can help you stabilize your early game. 

 

Also look for early minions or things like sleep with the fishes and whirlwind vs every kind of deck, because in wild you don't really know what you're up against.

Changes:

1. took Dead Man's Hand out for Geosculptor Yip, feel like they were both played late game, but Yip feels more like a win condition than a game extender, which is better in most cases.

2. Both elises are back! I felt like Grommash Hellscream and Rotface are a bit too slow and sometimes just a dead play, they need combo cards and you need to be on the winning side. Grommash could be used to finish of an opponent with 10 health or less, but rarely get to those situations. 

WW Updates:

Well, this change is just a small change but a very impactful one, i've removed Revenge for Warpath which gives you a turn 10, 5 dmg removal spell which is pretty important for this deck.

I've been looking through all the new Witchwood cards but I can't really find any other strong cards for this deck, so this one change was all I could think of. So I apologize, if I took too long for such a small change, but i'll still look for changes I could make.

If you can find other strong combo's or cards you added or want to add to this deck, tell me and maybe i'll change the deck a bit after some playtesting!

That's all I can say, I hope you enjoy this deck as much as I am!