So I've started on making a Reno deck with paladin taking a break from my usual control priest and aggrodin shenanigans. So far I got 2/3 and was wondering what cards go well in it. At the moment I got the staples like muster for battle in there and some secrets along with lots of card drawing. Here is the deck
If this is for wild why no Dr. Boom or Ragnaros the Firelord or Tirion Fordring. You really need 3-4 cards that can win you the game since you are trying to get to this stage of the game with Reno.
Edit: Was thinking even Deathwing might be playable as Paladin is really low on clears and this can stabilize the board and be a threat. You might also benefit from an Antique Healbot for extra healing.
Sorry, but your deck is pretty awful. Novice Engineer and Sacred Trial and especially EYE FOR AN CRAP oh i mean EYE?
For Novice Engineer you put in Cult Master
For Sacret Trial, you put in Truesilver Champion (you didn't even had this card in your deck, my question is WHY?)
For Holy Light you put in Antique Healbot
And then you need more stables and win conditions. Question is: Do you have Dr. Boom, if yes, put him in. Noble Sacrifice flies out, Dr. Boom in. Or you put in another good legendary.
Don't use secrets. At most avenge, and even then, don't. If you're playing the long game, you're playing the value game, secrets provide tempo, but not a lot of value. Same goes for novice and loot hoarder. Scarab is fine, the other 2 are not. If you want a little more card draw I'd stick to cult master and acolyte of pain. If you want heal play healbot, not pure heal spells, or at least make it a guardian of kings.
Play inspire cards, silver hand regent and the one that gets +2/+2, hell, play mukla's champion. Play good legendaries you own (Tirion, Boom, Sylvanas, Harrison Jones, maybe ragnaros). One quartermaster is pretty good too. Keeper of uldaman and Aldor are good options too. BGH, obviously... Equatily also fits. Wild Pyromancer can't be bad.
What you need to keep in mind is to try and avoid cards that do too little.
It seems like you're a commander/EDH player, so think of it this way: You don't want to play tormod's crypt (unless you want redundancy), it's too narrow, you'd rather play Relic of Progenitus, simply because it cycles. Novice engineer doesn't trade with anything, basically, you should use him in decks where you want to assemble a combo, as it's a cheap way to cycle. But in commander? No way, you need that that body to do something for you... in magic you could chump block, but that doesn't work in HS. So, just draw something that actually does something instead.
As others have said, the deck you've listed so far doesn't have any win conditions. So you're planning on drawing Reno very quickly and then... healing to full and completely running out of steam because you don't have any other actual impact cards, except maybe Djinn and Nexus Saraad?
Pally secrets alone are pretty awful/low impact unless you play a card that cheats them out like Mysterious Challenger. You should build a Reno Paladin deck more similar to a Control-style Pally, e.g. cards like:
- The Pally staples: Minibot, Aldor, Coghammer, Muster, Consec, Keeper of Uldaman, Blessing of Kings, Truesilver, maybe a Tuskarr Jouster, Lay on Hands, Tirion
- Equality for the Equality + Consec board clear
- Impact Legendaries: Stuff like Loatheb, Sylvanas, Reno of course, Dr. Boom, Rag, the classic control Pally Kel'Thuzad, or w/e else depending on what you have
- Belcher is good, esp. good if you run Kel'Thuzad and can get both on the board at the same time.
- The usual Neutral control-oriented and plain OP cards: Zombie Chow, Ooze or Harrison, Owl, BGH, Shredder, MC Tech, Healbot
I didn't count the cards I listed, but that's gotta be close to a full Reno Pally deck.
You need more late game minions like Boom or Tirion. Generally with Reno, you win by outlasting the opponent. Molten Giant is also pretty good in Reno decks.
Don't use secrets. At most avenge, and even then, don't. If you're playing the long game, you're playing the value game, secrets provide tempo, but not a lot of value. Same goes for novice and loot hoarder. Scarab is fine, the other 2 are not. If you want a little more card draw I'd stick to cult master and acolyte of pain. If you want heal play healbot, not pure heal spells, or at least make it a guardian of kings.
Play inspire cards, silver hand regent and the one that gets +2/+2, hell, play mukla's champion. Play good legendaries you own (Tirion, Boom, Sylvanas, Harrison Jones, maybe ragnaros). One quartermaster is pretty good too. Keeper of uldaman and Aldor are good options too. BGH, obviously... Equatily also fits. Wild Pyromancer can't be bad.
What you need to keep in mind is to try and avoid cards that do too little.
It seems like you're a commander/EDH player, so think of it this way: You don't want to play tormod's crypt (unless you want redundancy), it's too narrow, you'd rather play Relic of Progenitus, simply because it cycles. Novice engineer doesn't trade with anything, basically, you should use him in decks where you want to assemble a combo, as it's a cheap way to cycle. But in commander? No way, you need that that body to do something for you... in magic you could chump block, but that doesn't work in HS. So, just draw something that actually does something instead.
Your whole commander thing makes a lot of sense and you do make quite a good point I will properly look into making this deck better for sure. Also for any of you wondering I currently only got Nexus-Champion Saraad as my other legendary I have terrible luck with packs. Ya didn't really put much thought into this deck since I just put together in like 5mins.
The thing about Reno decks is that you have to use his effect to gain some kind of meaningful advantage. Renolock is successful because you can use your hero power aggressively to draw cards, and full heal when it's necessary. You therefore have a lot of natural card advantage and can leverage that into a winning position. It's also (I believe) the most consistent Reno deck because your card draw enables you to see most of your singletons.
Reno Mage is powerful due to synergies with Ice Block, Echo of Medivh, Duplicate, etc. It can go really long and often heal so much that your opponent will run out of steam long before you do. Reno Warrior is great because it can play a fatigue game where the armor and healing allow it to outlast most other decks.
So if you're building Reno Paladin, you have to ask what can your deck do with his ability to create an advantage. You'll need to play more powerful cards that synergize with Reno. Molten Giant immediately comes to mind, but there are plenty of others.
The thing about Reno decks is that you have to use his effect to gain some kind of meaningful advantage. Renolock is successful because you can use your hero power aggressively to draw cards, and full heal when it's necessary. You therefore have a lot of natural card advantage and can leverage that into a winning position. It's also (I believe) the most consistent Reno deck because your card draw enables you to see most of your singletons.
Reno Mage is powerful due to synergies with Ice Block, Echo of Medivh, Duplicate, etc. It can go really long and often heal so much that your opponent will run out of steam long before you do. Reno Warrior is great because it can play a fatigue game where the armor and healing allow it to outlast most other decks.
So if you're building Reno Paladin, you have to ask what can your deck due with his ability to create an advantage. You'll need to play more powerful cards that synergize with Reno. Molten Giant immediately comes to mind, but there are plenty of others.
Yeah, this guy knows what he is talking about. ^
I play Renolock because it is great with the hero power and digging into your deck to find answers. I play like a midrange deck. I seek to control the board, out value my opponent, and eventually find some some big threats for the win condition. All the heats, taunts, and of course Reno work great against aggro, and it matches good against other midrange. Sometimes a late game control deck can be a problem, and you always have to watch for the burst potential of an opponent, but otherwise it is a solid fun deck to play. You only really need your good class legendary, Boom and another good late game threat like Rag or Rafaam. The other reason I prefer Warlock is because Jaraxxus is so good against the late game control decks. He will let you beat priest and warrior. Where as Tirion will a lot of the time get entombed or shield slammed.
I bought like 20 packs when TgT came out and got like no legendarys,originally I had Edwin VanCleef but I never got into rouge so I disenchanted him for other stuff.
I absolutely agree that Reno works better on warlock and mage. That said, experimenting and playing decks just for the heck of it is still a thing. And while a limited collection will hurt your chances with a reno paladin deck, conceptually the deck is perfectly viable on a semi-competitive environment, given the high amount of stong cards in paladin class.
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So I've started on making a Reno deck with paladin taking a break from my usual control priest and aggrodin shenanigans. So far I got 2/3 and was wondering what cards go well in it. At the moment I got the staples like muster for battle in there and some secrets along with lots of card drawing. Here is the deck
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
If this is for wild why no Dr. Boom or Ragnaros the Firelord or Tirion Fordring. You really need 3-4 cards that can win you the game since you are trying to get to this stage of the game with Reno.
Edit: Was thinking even Deathwing might be playable as Paladin is really low on clears and this can stabilize the board and be a threat. You might also benefit from an Antique Healbot for extra healing.
Wouldn't you want more powerful cards instead of the secrets? I definitely wouldn't include Eye for an Eye, that card is terrible.
What exactly are you trying to do with this deck? (sorry, but it seems all over the place)
Sorry, but your deck is pretty awful. Novice Engineer and Sacred Trial and especially EYE FOR AN CRAP oh i mean EYE?
For Novice Engineer you put in Cult Master
For Sacret Trial, you put in Truesilver Champion (you didn't even had this card in your deck, my question is WHY?)
For Holy Light you put in Antique Healbot
And then you need more stables and win conditions. Question is: Do you have Dr. Boom, if yes, put him in. Noble Sacrifice flies out, Dr. Boom in. Or you put in another good legendary.
Don't use secrets. At most avenge, and even then, don't. If you're playing the long game, you're playing the value game, secrets provide tempo, but not a lot of value. Same goes for novice and loot hoarder. Scarab is fine, the other 2 are not. If you want a little more card draw I'd stick to cult master and acolyte of pain. If you want heal play healbot, not pure heal spells, or at least make it a guardian of kings.
Play inspire cards, silver hand regent and the one that gets +2/+2, hell, play mukla's champion. Play good legendaries you own (Tirion, Boom, Sylvanas, Harrison Jones, maybe ragnaros). One quartermaster is pretty good too. Keeper of uldaman and Aldor are good options too. BGH, obviously... Equatily also fits. Wild Pyromancer can't be bad.
What you need to keep in mind is to try and avoid cards that do too little.
It seems like you're a commander/EDH player, so think of it this way: You don't want to play tormod's crypt (unless you want redundancy), it's too narrow, you'd rather play Relic of Progenitus, simply because it cycles. Novice engineer doesn't trade with anything, basically, you should use him in decks where you want to assemble a combo, as it's a cheap way to cycle. But in commander? No way, you need that that body to do something for you... in magic you could chump block, but that doesn't work in HS. So, just draw something that actually does something instead.
As others have said, the deck you've listed so far doesn't have any win conditions. So you're planning on drawing Reno very quickly and then... healing to full and completely running out of steam because you don't have any other actual impact cards, except maybe Djinn and Nexus Saraad?
Pally secrets alone are pretty awful/low impact unless you play a card that cheats them out like Mysterious Challenger. You should build a Reno Paladin deck more similar to a Control-style Pally, e.g. cards like:
- The Pally staples: Minibot, Aldor, Coghammer, Muster, Consec, Keeper of Uldaman, Blessing of Kings, Truesilver, maybe a Tuskarr Jouster, Lay on Hands, Tirion
- Equality for the Equality + Consec board clear
- Impact Legendaries: Stuff like Loatheb, Sylvanas, Reno of course, Dr. Boom, Rag, the classic control Pally Kel'Thuzad, or w/e else depending on what you have
- Belcher is good, esp. good if you run Kel'Thuzad and can get both on the board at the same time.
- The usual Neutral control-oriented and plain OP cards: Zombie Chow, Ooze or Harrison, Owl, BGH, Shredder, MC Tech, Healbot
I didn't count the cards I listed, but that's gotta be close to a full Reno Pally deck.
You need more late game minions like Boom or Tirion. Generally with Reno, you win by outlasting the opponent. Molten Giant is also pretty good in Reno decks.
All i play is reno warrior and it has gotten me to legend nearly every season.....i love reno haha
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
Yikes, man. Reno deck is gonna be tough if you only have him and Saraad as your Legendarys. Go buy some packs.
The thing about Reno decks is that you have to use his effect to gain some kind of meaningful advantage. Renolock is successful because you can use your hero power aggressively to draw cards, and full heal when it's necessary. You therefore have a lot of natural card advantage and can leverage that into a winning position. It's also (I believe) the most consistent Reno deck because your card draw enables you to see most of your singletons.
Reno Mage is powerful due to synergies with Ice Block, Echo of Medivh, Duplicate, etc. It can go really long and often heal so much that your opponent will run out of steam long before you do. Reno Warrior is great because it can play a fatigue game where the armor and healing allow it to outlast most other decks.
So if you're building Reno Paladin, you have to ask what can your deck do with his ability to create an advantage. You'll need to play more powerful cards that synergize with Reno. Molten Giant immediately comes to mind, but there are plenty of others.
I bought like 20 packs when TgT came out and got like no legendarys,originally I had Edwin VanCleef but I never got into rouge so I disenchanted him for other stuff.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
I absolutely agree that Reno works better on warlock and mage. That said, experimenting and playing decks just for the heck of it is still a thing. And while a limited collection will hurt your chances with a reno paladin deck, conceptually the deck is perfectly viable on a semi-competitive environment, given the high amount of stong cards in paladin class.