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    posted a message on How bad am i with renolock?

    A lot of specific possibilities can depend on the deck list, as there are so many slight adaptations for Renolock. I've only just started playing Reno myself, but here's what I've found so far when I face Druid:

    1) Early board presence makes life very difficult on them. They don't have good board clears and, aside from Implosion and Imp Gang Boss imps, they don't have many efficient uses of Swipe. Get control on the board early and you can trade effectively to keep their side clear. The goal by turns 8-9-10 is to keep their board empty so they can't get an extra minion in for combo value. In fact, with a strong early board and midgame I've been able to force opponents to waste their combo pieces just to hold me off, and then they lack the win condition needed against Renolock.

    2) You slightly limit their ramp options. Wild Growth is their most dependable source, as always. Aspirant gets killed by Darkbomb, Hellfire (which hits their fledgling Shades of Naxx, too), and struggles to live against an early board presence. And importantly, they often need to save an Innervate for the late game. It's hard for them to keep Renolock down at 14 health for the standard FoN+Savage Roar combo, which means they need to play a double Savage Roar combo (22 damage) for the winning turn. To pull it off, they either need the combo with an Innervate (a 4-card, 12-mana combo) or to get multiple pieces discounted by Emperor Thaurissan.

    3) Taunts. On the dangerous combo turns, if they have enough cards in hand and leftover that the combo is possible or have gotten an Emperor discount, then get Taunts to hold them. Sludge Belcher, or Sunfury Protector on a couple minions is a major obstacle.

    That early board really makes the difference in this matchup. Without it, they can play their gradual, systematic turns and patiently wait for the right time to combo. The games I have lost have gone down to the final couple of cards in the deck when I ran out of ways to hold off their combo they had been holding for several turns.

    Specific card options to consider:

    Mal'ganis - played on the deadly combo turns can buy you additional time with immunity.

    Loetheb - Played on a turn when the combo finisher is threatened and you can't stop it by other means. They can't play the combo at all the turn this minion hits the board.

    Tech in more taunt - Sunwalker or Sen'jin Shieldmasta might be worth a tech spot if you're hitting a lot of druids and really struggling. If not, then they can still be good, but not better than more pro-active tech options against other decks.

    Interested in any additions or corrections from other, more experienced Renolockians.

    Posted in: Warlock
  • 2

    posted a message on Best Heroic Steel Sentinel Deck (+ Video)

    This is a spectacular deck design. The core concept of the deck is based on such powerful removal options that a lot of substitutions can still be made without gutting the deck's capabilities.

    Many removal minions I simply didn't have (Doomsayer, Emperor Cobra, Stampeding Kodo, Harrison Jones, Alexstrasza). I was able to switch them all for simple value options and still sweep the game easily. I added a second Acidic Swamp Ooze for the weapon removal and Arch-Thief Rafaam for the 10 single hits. My other subs were just extra power that didn't get played and I didn't even need to play Kel'Thuzad.

    I can see why the optimized version hits the 100% win rate mark.

    Posted in: Best Heroic Steel Sentinel Deck (+ Video)
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