Vlad

Hearthstone Reno Jackson Highlander Warlock Control LoE

Sign in to follow this  

24 posts in this topic

This thread is for comments about Reno Jackson Highlander Control Warlock deck for LoE.

Share this post


Link to post
Share on other sites

is malganis any good in this deck? because you there aren't mant demons in this deck.

is there an good replacement?

Share this post


Link to post
Share on other sites

I put Mal'ganis in the deck, so you can safely assume that I think the card is good, yes. The idea is that you need enough threats in the late-game once you've stabilised with Reno etc to seal out the game, adding another big threat like Mal'Ganis means that you can overwhelm your opponent's removal by having more total threats than they have removal.

As mentioned in the guide though, you can make like-for-like replacements for any of the cards in the deck really, So Rag, KT etc are all fine.

Share this post


Link to post
Share on other sites

not that you are going to take the advice of a pleb, but I really like arch theif instead of mal'ganis, getting +10/+10 as a finisher or a board of 3/3s if you think the other guy could run out of board clears, its like 2 late game threats in one

Share this post


Link to post
Share on other sites

Ha! Never even realised it was a class card.

 

I know you don't want to drop it on curve as a 4-drop, but I've seen it used to good effect in games that go to fatigue and it seemed to me like this deck could see a lot of matches like that. Actually, thinking about it (I can when I try really hard) Warlock and Life Tap are probably why AA has to be a class card.

Share this post


Link to post
Share on other sites

Ha! Never even realised it was a class card.

 

I know you don't want to drop it on curve as a 4-drop, but I've seen it used to good effect in games that go to fatigue and it seemed to me like this deck could see a lot of matches like that. Actually, thinking about it (I can when I try really hard) Warlock and Life Tap are probably why AA has to be a class card.

 

I don't think Warlocks are the main reason. They already have "free" taps after dropping Justicar and she isn't played anyway. It is probably because of druids and rogues. They would be able to attack everything and take only 1 point of damage.

  • Like 1

Share this post


Link to post
Share on other sites

This was mentioned on Twitter - Animated Armor became a Mage card because it synergized far too well with Master of Disguise You could give it Stealth and basically become immortal.

Edited by SithLordOfSnark
  • Like 2

Share this post


Link to post
Share on other sites

Is it ok to replace demonwrath with explosive sheep? Are there any other replacements?

Explosive sheep is really bad here. It takes one extra turn and your opponent has a turn to deal with it. I feel like a Defender of Argus should be put in the place of Demonwrath (if you don't have a copy of it).

Share this post


Link to post
Share on other sites

Using this deck for a while now and it is working out fine. However I see myself drafting the high cost cards way more often than my early game low mana cards. I want to remove Stallag and Feugen to get some more early game grip but I do not want to lose too much late game value for when I popped my Reno. Any suggestions what to replace Feugen and Stallag with? Much appreciated, thanks in advance.

 

@Sottle

Share this post


Link to post
Share on other sites

Using this deck for a while now and it is working out fine. However I see myself drafting the high cost cards way more often than my early game low mana cards. I want to remove Stallag and Feugen to get some more early game grip but I do not want to lose too much late game value for when I popped my Reno. Any suggestions what to replace Feugen and Stallag with? Much appreciated, thanks in advance.

 

@Sottle

I hope you won't mind if I will be the one to answer your question. 

So, if you want to keep both your early-game and late-game, you will swap them for one early- and one late-game card each. That would probably be Alexstrasza and Defender of Argus, or Refreshment Vendor, or even Fel Cannon (as seen in Stancifka's Starladder Renolock).

Share this post


Link to post
Share on other sites

 

Using this deck for a while now and it is working out fine. However I see myself drafting the high cost cards way more often than my early game low mana cards. I want to remove Stallag and Feugen to get some more early game grip but I do not want to lose too much late game value for when I popped my Reno. Any suggestions what to replace Feugen and Stallag with? Much appreciated, thanks in advance.

 

@Sottle

I hope you won't mind if I will be the one to answer your question. 

So, if you want to keep both your early-game and late-game, you will swap them for one early- and one late-game card each. That would probably be Alexstrasza and Defender of Argus, or Refreshment Vendor, or even Fel Cannon (as seen in Stancifka's Starladder Renolock).

 

That's no problem. Alexstraza would defnitly be a good pick, it's a pity I dont have the card nor the dust to craft it. Defender of Argus is already in there and would I would like to have just one of each card because of the Reno. Currently playing with Fel Cannon in there but not too sure about my higher cost card. Thanks for your suggestions

Share this post


Link to post
Share on other sites

I am using Wilfred Fizzlebang in this deck, which I find to be surprisingly strong. If the board is under control, then Wilfred + Life Tap is great. Often my late game cards like Ysera and Sylvanas Windrunner are drawn, or higher cost cards like Molten Giant. Discounting a Molten Giant is excellent if you have already played Reno Jackson. I think that Wilfred is a great addition to the deck, for it has helped me win many games. Any thoughts? 

Share this post


Link to post
Share on other sites

I am using Wilfred Fizzlebang in this deck, which I find to be surprisingly strong. If the board is under control, then Wilfred + Life Tap is great. Often my late game cards like Ysera and Sylvanas Windrunner are drawn, or higher cost cards like Molten Giant. Discounting a Molten Giant is excellent if you have already played Reno Jackson. I think that Wilfred is a great addition to the deck, for it has helped me win many games. Any thoughts? 

Wilfred is bit too situational, which is not exactly what you want in Renolock. I wouldn't personally use him, but if he works for you, then go for him.

Share this post


Link to post
Share on other sites

I think Wilfred is horribly inconsistent, you're playing a 6 Mana card with 4/4 stats, so you're already missing out on about 3/3 of stats for your Mana costs, therefore that card that you draw needs to be above that to even start breaking even, plus in reality it's even slower than that because you have to play it on a turn where you can tap immediately, making it an 8 Mana play.

Sure it can be game winning sometimes, but the more consistent cards are what I favour.

Share this post


Link to post
Share on other sites

I have a dust for eather mal'ganis or lord jaraxxas. What will be a Better card and what will be a good replacement for the other one

Share this post


Link to post
Share on other sites

I have a dust for eather mal'ganis or lord jaraxxas. What will be a Better card and what will be a good replacement for the other one

Jaraxxus is stronger in fatigue war, and Mal'Ganis is stronger as a minion (probably because Jaraxxus isn't a minion at all). I would personally choose Jaraxxus since he is cool and feels stronger in my meta. However, he can be quite easily be replaced by Alexstrasza, so maybe go for Mal'ganis and add Alex.

Share this post


Link to post
Share on other sites

Still waiting for the new meta - approved version. After nerfs to Molten Giant, BGH and even the ironbeak owl you have to expect some changes. And warlock is the only class I think for whom no refreshed Wild decks appeared yet. Sottle, you're doing an amazing job, thanks to you I managed to reach rank 1, and more recently 12 wins on the arena. Words cannot express my respect for your expertise and I uderstand you must have more than just craploads of work with TOG coming out, but please don't forget about the wild warlocks.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.