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(Wild) Nagaos Reno Quest Warrior

  • Last updated Aug 4, 2017 (Quest Rogue Nerf)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Taunt Warrior
  • Crafting Cost: 8020
  • Dust Needed: Loading Collection
  • Created: 7/1/2017 (Un'Goro Launch)
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Hi everyone,

Only a few words: For quite a while I'm trying out a lot of self-made wild decks. This Reno Quest Warrior Deck seems to be one the best one in the current meta. I never ever reached the legendary rank so fast and so easy before. And that's why I wanted to share it with you!

At first sight the combination of Reno Jackson and Fire Plume's Heart seems to be a bit strange. But while playing this deck it's a pleasure to realize its whole strength. Reno is not only good against aggro decks. Against most midrange and some control decks you can go quite low on health while completing the quest. Especially in these matchups it is super satisfying to play out Mr. Jackson to go up to 30 hp again in the endgame. On the other side every (some of them are super strong) warrior spell card can only be used once, so play it wisely. In the last season I faced a lot of paladins with their silver hand buddy. Therefore I play Unstable Ghoul (Trigger for the Quest), Revenge and Death's Bite in addition to Whirlwind and Ravaging Ghoul. Further you can often take out a buffing minion with Deathlord and Dirty Rat.

Matchup: You will win most games against aggro decks like pirate warrior and murloc paladin. As you can see there is A LOT of two and three drops for the early game. Token druid can be hard if you draw no removal.

Against midrange most games will be a win as well. If a shaman has the perfect start in his hands games can always be over pretty fast. Against Jade druid try to complete the quest fast as possible. Normally it should be possible to complete it before his jades are 7/8, then you need to use the removal wisely to come through with the Hero Power.

Against control you must be careful not to play out all your cards to fast. You might run out of cards since there is not to much card draw in this deck. Play a stable counter control game while completing your quest step by step and use your removal with the highest possible value. It's very nice if you can save some powerful spells for the late game after completing the quest. Against control you don't need any board control! Against Reno mage save your own Reno, most players don't expect it and will waste their burn spells trying to kill you fast. Against freeze mage armor up as much as possible. Against Priest (and Renolock with Leeroy) be sure he cannot OTK you. Therefore try to keep one or two taunt minions on the board but count carefully the shadow words and play the minions with the right attack power! 
Worst matchup is QuestRogue. I guess that a win is as rare as a golden legendary in a pack!

Changes: If you face more priests than warriors (which is not very likely at the moment) I'd replace Alley Armorsmith with Sludge Belcher because there is less value with Shadow Word: Pain and no value with Potion of Madness.
Another reasonable change is the replacement of Shieldmaiden by Elise the Trailblazer to get more options for the late game. If you do this change it might be worth to replace Shield Slam as well. (I'd prefer some card draw option.) Thanks to EthernalG and lost_in_spice for the good imput!

For sure you have to play a few games to learn when to play which card. Shield Slam for example can become a dead card in the late game since you can't armor up anymore after playing Sulfuras. In the best case you might get 5 extra damage with Shieldmaiden or Shield Block or 3 damage with Bash. (But you will probably use Bash against Ship's Cannon, Mana Wyrm, Northshire Cleric.)

Pls try it out and let me know your thoughts.
Have fun and go legend ;-)

PS: I'm working on a Reno Quest C'Thun verison. If it works out well I will share it of course! And wow, 30k Views. O.o Thanks for all the nice comments and all the up-votes!

(Sorry for the bad English)