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Reno Jackson Highlander Paladin Midrange Wild Deck

Last updated on Nov 16, 2015 at 20:51 by Sottle 11 comments

Table of Contents

The following guide contains instruction on how to play Reno Jackson Paladin. Reno Jackson is a powerful card from League of Explorers that requires a few deck building sacrificies to play consistently. This deck is based around the shell of Midrange Paladin, but plays 30 single copies of cards to ensure that you can always gain value from Reno.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Reno Jackson Highlander Paladin Midrange Wild Deck

Our deck costs 11,860 Arcane Dust and it is made up of the following cards.

Paladin Cards Neutral Cards

2.1. Mana Curve

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3. Strategy

Midrange Paladin is a deck that aims to get off to a quick start by controlling the board early with fantastic early game minions and spells. From here, you curve into a very powerful set of mid-game threats, before sealing the game with Tirion Fordring or the explosive power of Quartermaster.

In the early turns, you will look to secure an early board presence with solid early-game minions like Shielded Minibot and Zombie Chow, as well as the fantastic Muster for Battle. Using combinations of these cards, your Hero Power, and the Light's Justice you are given from Muster for Battle you should often be able to create 2-for-1 minion trading situations in order to gain an advantage on the board.

If you do not hit your Muster for Battle then your turn 3 can be a little awkward, since your other 3 Mana cards such as Aldor Peacekeeper and Big Game Hunter are situational. This problem is amplified in this deck since you only play single copies of each of these cards. To make up for this problem, you play alternate options for each Mana slot such as Gadgetzan Jouster, Haunted Creeper, and Mind Control Tech to try and secure your curve. Once you can navigate through this turn, your curve with the deck becomes very smooth, especially when you consider the ability for your Hero Power to fill in the gaps as you see fit.

Using your Hero Power is particularly important in this deck, as without doing so you can find yourself quickly running out of resources. Every 1/1 you summon with this deck represents a threat to your opponent, as left unchecked it can be buffed into a 3/3 using Quartermaster. Learning when and where you can afford to use your Hero Power instead of playing a 2 Mana card is very important, and perhaps the hardest skill to learn with this deck. You should look out particularly for situations where a 1/1 will do the same job as a real minion, as well as how beneficial it is for you if your 1/1 lives, and finally whether playing an additional minion would be overcommiting against AoE.

Reno Jackson is the key point of this deck and the reason it is built in this unconventional way. The potential to heal yourself back to full Health is hugely beneficial, especially in an aggressive meta, and by not including any multiples in your deck, you guarantee that Reno will always get value when you need it.

Because of the nature of the deck, it can be very hard to play the game with any specific draws in mind. Things like Equality plus Consecration are less reliable since the deck only plays a single copy of Consecration. Curving out consistently is not really affected though, since you still play the same number of minions for each turn, so this should be the game plan you rely on.

In the late-game, this deck has some of the most powerful minions available. Tirion Fordring is a nightmare for the opponent to remove if they do not hold a Silence effect, or hard removal such as Hex. Even in the worst case where your Tirion is destroyed by an opposing The Black Knight, your Ashbringer still kills The Black Knight on the counter attack. Sylvanas Windrunner is another frustrating card to deal with if your opponent does not have a Silence available, which is a key reason for the inclusion of both. If your opponent has the answer for one of them, they likely will not have it for the second. Finally, this deck also plays the ubiquitous Dr. Boom, which continues to be one of the hardest cards to deal with in the game. Even if the main 7/7 body is destroyed by a Big Game Hunter, you will still retain the two Boom Bots in order to fight for a board presence.

3.1. Synergies & Combinations

Muster for Battle + Quartermaster is a potentially huge play since it puts 25 points of stats into play immediately.

Knife Juggler + Muster for Battle will grant you three immediate knives, plus a 1 damage swing with your weapon and is excellent at clearing up a board of small minions, or for pushing fast damage to the opponent.

Equality + Consecration is a full board clear for any minions without Divine Shield or Deathrattle.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is fairly consistent in this deck. You will want to look for a smooth early curve of minions, along with your strong tempo cards like Aldor Peacekeeper or Muster for Battle. Essentially, you should just look for something to play on turns 1-4. Some potential good curves to look out for include Zombie Chow, Shielded Minibot, Aldor Peacekeeper, Piloted Shredder and Zombie Chow, Knife Juggler, Muster for Battle. The threat of Muster for Battle on turn 3 when you hold The Coin is always very high, since your opponent will know you have the potential to play Quartermaster on the following turn.

Against aggressive decks, you should mulligan more aggressively for your Zombie Chow, Shielded Minibot, and Muster for Battle. These cards are key to gaining a board advantage early, and if you can take the board early against an Aggro deck they should have little chance of recovery. Truesilver Champion is also a fine keep, but more so if you have The Coin.

Against Control decks you can afford to be a little greedier with your mulligan choices. You can keep more slow and situational cards like Piloted Shredder, Aldor Peacekeeper, or Truesilver Champion since the game will usually progress at a slower pace. However, you should still aim to have a 2-drop minion in your opening hand.

In the late-game, this deck has some of the most powerful minions available. Tirion Fordring is a nightmare for the opponent to remove if they do not hold a Silence effect, or hard removal such as Hex. Even in the worst case where your Tirion is destroyed by an opposing The Black Knight, your Ashbringer still kills The Black Knight on the counter attack. Sylvanas Windrunner is another frustrating card to deal with if your opponent does not have a Silence available, which is a key reason for the inclusion of both. If your opponent has the answer for one of them, they likely will not have it for the second. Finally, this deck also plays the ubiquitous Dr. Boom, which continues to be one of the hardest cards to deal with in the game. Even if the main 7/7 body is destroyed by a Big Game Hunter, you will still retain the two Boom Bots in order to fight for a board presence.

3.3. Card Swaps

Due to the nature of this deck, the list is incredibly flexible, and you can include pretty much any high quality cards you want to. Try to keep the Mana curve relatively consistent with what you see in our presented list however, as this will give you the most consistent progression through the game.

You can also consider adding double copies of the powerful early game Paladin cards like Zombie Chow, Shielded Minibot, and Muster for Battle. Since you will be mulliganing for these cards, you will be able to remove the multiple copies from your deck quite consistently and not reduce your Reno Jackson potential.

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