Hottest 40 Card Hearthstone Decks with Prince Renathal
Want the best 40 Card Hearthstone Decks with Prince Renathal? We rounded up the most upvoted decks on HearthPwn with the illustrious Prince in them and present them to you here!
If you feel you have a better deck idea, create it in our Deckbuilder and link it in the comments!
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Minion (25)
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Ability (14)
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Minion (22)
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Ability (16)
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Minion (21) |
Ability (18)
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Minion (26)
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Ability (13)
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Minion (21)
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Ability (18)
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Minion (19)
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Ability (20)
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Minion (21) |
Ability (16)
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Minion (27)
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Ability (12)
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Minion (35)
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Ability (4)
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Minion (20)
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Ability (17)
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Murder at Castle Nathria Card List & Expansion Guide
Learn more and see all the cards in our dedicated Card List.
Some stinky kids downvoting facts, I don't get it.
The game has way more cards than before, and most of time we can't use them due 30cards limitation. We now have a chance to have more fun and actually use these cards (even constructed homebrew decks will be better now).
I guess the average mind can't deal with changes, be good or not.
Snowflake generation is ruining the world indeed
Curse lock is something i cant stand in this meta i hope this archetype to die to exctinction, its giga toxic deck
Lol i smell a mad smorc hunter :P
Thanks bill
Curse warlock and ramp druid with 40 cards ??? why ?? , you want to mill and ramp your looking for specific cards in the deck , why make it harder by adding 10 more cards . Quest warrior control ??? When you gono finish that quest , wtf???
Midrange decks that don't have key cards, and lose to aggro benefit the most from this with the +10 hp,it can get you to those higher mana turns to flip the board state.
Decks that are aggressive or want to burst benefit alot from this,if they have 40 cards to actually build a deck. The +10 extra hp can mean your salvation and get you the win against other aggro or midrange decks and maybe maybe maybe outvalue(stall) control. (YET there is no aggro deck in the list)
Control decks only benefit from this by stalling against other control decks,but that also means you have less chance to get your board and single target removals (unless you got tons of em) against faster decks. So not that big of a help
And finally OTK decks or decks with key core cards , they just simply get Worse ,by adding 10 more cards to a deck that you want to shuffle through as fast as possible
Lot of strange claims here, for example "aggro needs more health than control decks" how so? Control decks often include health regen to leverage health as a resource (warlock etc).
Exactly a control decks already have health regen ,or armor.They shine after the deck gets to those later mana stages... So they need to survive those early 6-7-8 turns.. Now while the 10 extra health is nice and all... adding 10 more cards and i re qoute my message: "means you have less chance to get your board and single target removals (unless you got tons of em) ".To put it in numbers, By turn 6 you usually drew 10 cards from your 30 deck so 1/3 if you increase that to 40 then its 1/4
Burst decks and most aggro decks usualy ignore minion trading , and focus on hitting that face) so in a mirror match or against midrange the 10 extra health can win you the game. Just as starting first , or with coin will drastically alter many aggro decks win ratio.
That's the idea...10+ health in exchange of 10+ cards that can be bad or good depending on your player skill and knowledge.
If you are a bad player and don't know how to jack your deck to be good, just go back to 30 cards and stop crying, get your legend or whatever you think is better for you.
I play on high legend and with 10+ Hp / 10+cards to a player that has almost 100% of card collection (f2p and gamepass) is awesome, specially when I know what cards to put on these 10 list (most are discovery and tech cards).
There's not a bad thing in have 10+ Hlt/cards in any deck. Be smart, play better and stop claiming stuff that you even didn't saw yet.
All in all, with 30 or 40 cards, a bad player will still be a bad player and a good player will still be a good player. it's just life, accept it.
Hey i waited a few days , to write back , wanted the meta to settle , since you pointed out "Be smart, play better and stop claiming stuff that you even didn't saw yet" , which is totally true it was a prediction. But so far as i can see the data in legend according to Hsreplay there aren't rly good renethal decks.Vsyndicate did a podcast basicly confirming the same thing. The master tour this weekend again no good decks (sure the time here was limited to refine something). so im sorry but "There's not a bad thing in have 10+ Hlt/cards in any deck." isn't correct. Since most decks have 10-20 good cards and rest is filler , increasing the filler cards count by 10 , in most case is just worse. My prediction wasn't baseless , it was from years of playing , ofc that dosn't make it right , we can make mistakes
Dude...there's just not data enough yet.
I'm having a great time with 40 cards decks...and what is this talk about filler? Not a single card is filler in a deck, all of them help each other unless u are not good with strategies and techs.
I have been playing with many card that couldn't do in the final cut before and most of my wins just launched a lot more against even decks that was supposed to counter mine.
Pirate warrior, Rogue Pirate, Murloc Shaman, Quest face druid and gosh, even HAdronox Druid just for fun is now winning me games due more HP and more armor/draw cards included in the final cut.
it's simple math, most of time, more is better. Some decks like otk ones maybe doesn't go for this but guess what, there aren't good combo or otk decks anymore. (despite that hell of a deck that is Fatigue Warlock now with that legendary spell)
its been 10 days , there is enough data... though what i was saying applies to standard, didn't play wild in like 3 weeks so got no idee. In wild there are enough good cards to make better 40 card decks i agree. "what is this talk about filler" its easy to answear this, when you make deck there will be 1) core cards that are very good very strong theres not many of these, 2) usualy then you sellect cards that have synergy with the core , like drawing specific spells/minions/gaining mana/weapon/completing quest requirements/etc 3) then the rest of the card in deck are tech cards more draw/sillence/healing/invulnerability/stealth/discover/hex/devolve/removal for weapon/seacret/minion/etc .
In standard were your card pool is limited nr 2) in many cases becomes part of core cards , because there isn't many cards with the effect you desire , nr 3 ) tech are cards that you adapt to the enemy your playing against lot of agressive decks (removal/healing) ,lot of slow decks (hex,discover) ,and so on. Now in wild because you so many cards to pick from most cards in nr 2) are not part of the core cards. I referenced these nr 2 and nr 3 under the name filler.
"Decks have 10-20 good cards and rest is filler , increasing the filler by 10 is worse" here i was talking about standard so 1) and part of 2) are the good cards , while rest of 2 and 3 are fillers. Now adding 10 more cards dilutes the deck, making it harder to get your core cards 1) . Sure you can add 10 more tech cards... 2 weapon removal , 2 secret removal ,2 sillence for that rare deck countermatch , but most of the times it will be a dead card/stalling (doing nothing just a filler)
Never actually tought that I would say that, but, this card saved Hearthstone!!!
Thank you Bill Gatus