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Bloodreaver N'Zoth Renolock v2.1

  • Last updated Aug 28, 2017 (Frozen Throne)
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Wild

  • 21 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Renolock
  • Crafting Cost: 14340
  • Dust Needed: Loading Collection
  • Created: 8/11/2017 (Frozen Throne)
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  • Total Deck Rating

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Update to V2.1: More testing, and more awesome feedback! Only one list change with this edition, but a detailed "Tech/Replacement" section has been added based off of feedback and testing. Please continue to leave comments and suggestions, as well as any questions you may have. Huge thanks to the members who have provided feedback on the list and helped answer questions posted by other HearthPwn members!


BLOODREAVER N'ZOTH RENOLOCK

"Become a warlock," they said. "You get to enslave demons," they said.

Want to feel like a terrifying heroic boss on the Wild ladder?

Try out this very fun & powerful Reno deck. 

This deck is featured on HSReplay.net - currently 62%+ overall winrate. 

MG, BRG, NZ

In combining the top tier Demons & Deathrattles, major threats in N'Zoth, the Corruptor and Bloodreaver Gul'dan come together for massive value in the late game.

Playing the deck/notable card inclusions:

This deck plays like a standard Renolock, with the sole exception of Doomguard (detailed below).

The Demon Package

Voidwalker is a solid early early game play that returns as a 3/5 taunt with Mal'Ganis. Voidcaller provides a way to cheat out Doomguard, a powerful charger that returns as a 7/9 charge with Mal'Ganis. Despicable Dreadlord functions as a constant board clearing threat and solid body when resummoned with Bloodreaver. Abyssal Enforcer is a big body attached to a solid board clear. Krul the Unshackled provides an incredible & reliable way to pull out the heavily costed demons in this list, but his real value lies in a guaranteed pull of Doomguard. Krul has a massive body on his own, and becomes a terrifying 9/11 when revived, without the fear of diluting your res pool. As an alternate option for Krul, Lord Jaraxxus is highly versatile - from additional 6/6 demons every turn to be brought back with Bloodreaver (in the event you play him early) to a 3/7 weapon to a late game health gain - he can close out games. Mal'Ganis provides immunity/heal for 7 and a massive board buff/immunity when brought back with Bloodreaver. Bloodreaver Gul'dan brings back a highly threatening board, coupled with 7 burst damage, 12 health worth of taunts, and immunity, not to mention deal 3/heal 3 every turn after.

The N'Zoth Package 

Sludge Belcher and Deathlord provide huge value with taunt and deck thinning. Sylvanas Windrunner is a dangerous threat that can be combo'd with Shadowflame. Mistress of Mixtures can stave off aggro and provide healing later on. Piloted Shredder offers immense value and leaves you with something after a board clear. Voidcaller is an additional body that can pull Doomguard/Mal'Ganis from your hand later on in the game.

The Reno Package

Reno Jackson needs no explanation. Brann Bronzebeard and Kazakus provide immense value - with the inclusion of Bloodreaver, the 5/5 and 8/8 demon picks can make your late game even more threatening.

V2.1: Tech/Replacement Cards:

- Lord Jaraxxus  , + Krul the Unshackled : If you are missing Krul and do not want to craft him, Jaraxxus is an excellent replacement. My winrate with Jaraxxus in place of Krul is nearly 60%, but Krul seems to be the more consistent and stronger play in many matchups, testified by many users who have left feedback. It can suck to pull Krul late in the game with Voidcaller, but it is much worse to pull ol' 3/15 Jaraxxus. Krul has the capability of flooding your board with heavy demons - from granting 5+ burst damage (with Doomguard) to immunity to taunts & board clears, Krul fits in this list very well. Review the positives of both options in the section above. Both kick ass! 

Tar Creeper : This card is in the definite position of 'tech card'. With the amount of aggro I commonly encounter in wild, TC is a cheap option to buy you additional turns to find answers to your opponent's threats. Consider Demonwrath, Ironbeak Owl, Earthen Ring Farseer, or a spell damage minion in place of this card if the decks you are encountering call for it.

Acidic Swamp Ooze : I think it is much to dangerous to play a control archetype without weapon removal in the age of pirate Warrior, aggro Shaman, and Paladin. Replace at your own risk.

Mistress of Mixtures : I would not recommend replacing this card, as it is likely one of the best turn 3 plays for Renolock (in my experience). The battlecry for this card on turn 3 is essentially "Draw 2 cards, heal your hero for 4". Hard to replace, but Zombie Chow trades a bit better if you are encountering many Hunters/Paladins/Tempo Mages etc.

Brann Bronzebeard : In my opinion, Brann + Kazakus is one of the strongest reactive/aggressive plays in the game of Hearthstone, and this list is usually able to take advantage of it very well. You can almost always find the spells you need with this combo. He is one of the top 'must kill' targets in Wild, and functions nearly as a hard taunt. Cutting Brann is not recommended, but if you find he isn't providing enough value for the archetypes you are encountering, he is a card you can consider replacing.

Blastcrystal Potion : With how heavy this list is built, I haven't found a place for Blastcrystal in this list. Reducing your mana count means one further turn away from playing Reno, DK Gul'dan, Krul, Mal'ganis, N'Zoth, etc. If you are encountering enough greedy control, Shadow Bolt might be the card to swap for it.

The Lich King/Arfus : While I do think these cards can certainly be played, the massive variance between a game-winning DK card and a useless one has made them unreliable for a deck filled with threats and removal. If you are missing Krul/Jaraxxus/Mal'ganis and would like to try out this deck, either of these could be solid replacements.

Barnes : Pulling a demon or deathrattle minion can be completely nuts, but the odds of pulling a useless card (or worse, Doomsayer), make this card too unreliable. Barnes can be a very fun card to play in this list and can be subbed for cards you may be missing, but beware.


V2 list changes:

- Skelemancer , + Doomsayer : A staple in Renolock. Buys you a turn, heals you for ~7. Needs answering.

- Infested Tauren , + Piloted Shredder : Great stats and better with N'Zoth, incredible value card. 

- Arfus , + Shadow Bolt : Consistent spot removal and enabler for other board clears/trades.

- Flame Imp , + Mal'Ganis : Huge threat that can be played twice a game. Invulnerability and +2/+2 to your demons can save your face and finish your opponent off.



OG V1 (experimental):

The initial list aimed to primarily test a few cards introduced with KoFT and get a bit more value out of DK Gul'Dan and N'Zoth. 

- Arfus : included as an "earlier game" play in place of The Lich King. I won a handful of games pulling "Army of the Dead" early on, but there is such a variance in pulling cards you don't need/can't play that I don't believe DK cards have a spot in this Renolock/1-of deck.

- Flame Imp : not a terrible T1 play, and a decent body to bring back with Bloodreaver. However, it isn't going to help vs much aggressive decks and better options exist for Bloodreaver.

- Skelemancer : included as board-wipe protection with an existing board/N'Zoth turn. Often ignored without the ability to taunt it, and too slow to make an impact vs a solid board.

- Infested Tauren :  included as a buff to a N'Zoth turn, which was sometimes useful if you hadn't found both Deathlord/Sludge Belcher yet. Just too weak to stave off aggro, better options exist.

Will continue to update as I test and continue to hear your thoughts and suggestions.