Damien

N'Zoth Reno Warlock Wild

12 posts in this topic

This thread is for comments about our N'Zoth Reno Warlock Wild deck.

Share this post


Link to post
Share on other sites

Book Wyrm doesn't seem like a great recommendation given that (unless I'm being dumber than usual) there's only one dragon in the deck.

  • Like 1

Share this post


Link to post
Share on other sites

Yeah, this part :

Quote

Against Shaman specifically, Book Wyrm is a key card and should be chosen from Netherspite Historian in almost all cases. Book Wyrm has numerous targets in the deck such as Thunder Bluff Valiant, Mana Tide Totem, and Flametongue Totem.

looks totally out of place given deck plays neither Book wyrm nor Historian. Stop The Copypasta!

Share this post


Link to post
Share on other sites
On 10/19/2016 at 0:52 PM, Chacal said:

Book Wyrm doesn't seem like a great recommendation given that (unless I'm being dumber than usual) there's only one dragon in the deck.

Will put in a note about this. Thanks!

Share this post


Link to post
Share on other sites
4 hours ago, Guest kestheguest said:

Can we get some guidance on how to use kazakus?

You usually want stuff that fits your current situation the best. Generally, if you are against aggro decks, you want 1- or 5-cost potion, against control you want almost always 10--cost. Against aggro you usually want to pick FelbloomStonescale Oil or Netherbloom. Against control you want   Kingsblood (unless you have already dug too deep)Ichor of Undeath and Netherbloom. Possibly Heart of Fire if you are behind on board or the opponent has a minion you need to get rid of (such as Ragnaros the Firelord). If you have a solid board, Goldthorn is fine as well.

Share this post


Link to post
Share on other sites
On 1/12/2017 at 1:02 AM, positiv2 said:

You usually want stuff that fits your current situation the best. Generally, if you are against aggro decks, you want 1- or 5-cost potion, against control you want almost always 10--cost. Against aggro you usually want to pick FelbloomStonescale Oil or Netherbloom. Against control you want   Kingsblood (unless you have already dug too deep)Ichor of Undeath and Netherbloom. Possibly Heart of Fire if you are behind on board or the opponent has a minion you need to get rid of (such as Ragnaros the Firelord). If you have a solid board, Goldthorn is fine as well.

I disagree.  Reno lock doesn't need 10 mana cost cards to win control match ups.  It keeps you from being able to hero power, which is very important, on top of that, you either out value them in the short term with your insane card advantage or just grind them to dust under jaraxxus (both of which 10 mana cost potions can be very detrimental too).  If your game plan is to just out value them and win through attrition early with your hero power, the 5 mana potion with some combination of resurrect, extra health and summoning a demon is very strong, the AoE, sheep, and damage ones can also be good depending on board state.  If you plan to grind them out using jaraxxus, a 5 mana armor and AoE can be very strong, either that or armor + one of the value ones, depending on the match.  The 10 mana potions can be very situationally useful against N'zoth decks however.  If you know you can't kill them via attrition early, a 10 mana AoE or sheep spell can swing the board on the N'zoth turn to your advantage, and will often outright win you the game, unless your in danger of just fatiguing out (Also most N'zoth decks don't run as much burst as other decks making the armor less important overall).

Edited by VaraTreledees

Share this post


Link to post
Share on other sites
4 hours ago, VaraTreledees said:

I disagree.  Reno lock doesn't need 10 mana cost cards to win control match ups. 

While renolock does not need it, big stuff in control matchup is always welcome. You can almost always afford to play 10 mana spell.

4 hours ago, VaraTreledees said:

It keeps you from being able to hero power

Well, with 10-cost Kingsblood, you draw as many cards as you would with 5-cost Kingsblood + tap. You pay 3 extra mana but you also improve the other part of the potion, and you take 2 less damage. That's more than okay.

Share this post


Link to post
Share on other sites
On 2/18/2017 at 2:38 AM, positiv2 said:

Well, with 10-cost Kingsblood, you draw as many cards as you would with 5-cost Kingsblood + tap. You pay 3 extra mana but you also improve the other part of the potion, and you take 2 less damage. That's more than okay.

Or you could draw one less card, take 2 more damage and get an entire additional effect, like a 5/5 or +4 health for all your minions (while also having 3 mana to play with).  I am not sure why you would ever pick a 10 mana draw three in warlock.  You generally have such a huge hand it is awkward to even set up a turn where you can draw three without overdrawing, on top of that, if you are going for a 10 mana cost potion, the game is probably going to drag on for a while, and warlocks have a serious problem with fatiguing out in the more grindy games.  Plus, against like reno mage, or control warrior you really want the armor potion so you can jaraxxus and not die to their burst, a 10 mana cost potion makes it really hard to set up a turn where you can jarraxus, because you would generally want to play a 10 mana potion before you jaraxxus since you can't hero power with it, which is a big deal when you are losing a 6/6.

Edited by VaraTreledees

Share this post


Link to post
Share on other sites
13 hours ago, VaraTreledees said:

Or you could draw one less card, take 2 more damage and get an entire additional effect, like a 5/5 or +4 health for all your minions (while also having 3 mana to play with).  

You do get an additional effect even if you take 10 mana potion, so not sure what you mean. Additionally, the other effect is much more powerful.
3 mana is not that good for this deck, as you will have played the small proactive minions the the early game, and a lot of cards that cost 3 mana or less are situational/clear, such as Doomsayer or Demonwrath.

13 hours ago, VaraTreledees said:

I am not sure why you would ever pick a 10 mana draw three in warlock.  You generally have such a huge hand it is awkward to even set up a turn where you can draw three without overdrawing, on top of that, if you are going for a 10 mana cost potion, the game is probably going to drag on for a while, and warlocks have a serious problem with fatiguing out in the more grindy games.

If you have a Kingsblood potion in hand, you just don't tap as much. Simple as that.
Besides, I already said Kingsblood shouldn't be taken if you dug too deep.

13 hours ago, VaraTreledees said:

Plus, against like reno mage, or control warrior you really want the armor potion so you can jaraxxus and not die to their burst, a 10 mana cost potion makes it really hard to set up a turn where you can jarraxus, because you would generally want to play a 10 mana potion before you jaraxxus since you can't hero power with it, which is a big deal when you are losing a 6/6.

You can win against reno mage even without Infernals. What I noticed is that control warriors play Grommash Hellscream much less that they used to and go for anti-aggro tools instead. This means you should not be afraid of Death's Bite + Grommash Hellscream that much, and should probably go for a value or removal tool, such as Mystic Wool, just like you said, or Felbloom. If you are able to get one of these, you usually win even without Lord Jaraxxus.
If you have armor and play Lord Jaraxxus, you lose all the armor.

Share this post


Link to post
Share on other sites

I have been playing this style of deck for the past two months and was wondering, in light of the release of Un'Goro, if there are better early game AoE options for Renolock.  Granted this is a singleton deck which makes its inconsistency high, but as of now I am getting ran over by either Quest Rogue and Quest Mill Rogue.  I was kind of thinking about using something like Bloodbloom in conjuction with Twisting Nether, but given the fact that that deck runs so many one-drops particularly Patches, the 1/1 pig, and the 2/1 pirate all with charge, you either hope that their draws are horrid beyond belief or you concede.  Maybe there are some thought on a purely anti-aggro build...? 

Share this post


Link to post
Share on other sites
22 hours ago, Guest madbeatz said:

I have been playing this style of deck for the past two months and was wondering, in light of the release of Un'Goro, if there are better early game AoE options for Renolock.  Granted this is a singleton deck which makes its inconsistency high, but as of now I am getting ran over by either Quest Rogue and Quest Mill Rogue.  I was kind of thinking about using something like Bloodbloom in conjuction with Twisting Nether, but given the fact that that deck runs so many one-drops particularly Patches, the 1/1 pig, and the 2/1 pirate all with charge, you either hope that their draws are horrid beyond belief or you concede.  Maybe there are some thought on a purely anti-aggro build...? 

I run Deathlord in place of Mind Control Tech and it works quite well for me, though I played it around rank 13 since Un'goro, so your experience may vary if you are around rank 5 or so. If doesn't work (well enough) for you, let me know.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      In episode two of "What's the Move?" Aleco discusses an open-ended situation which doesn't have a clear answer.
      We kicked off this new series by analyzing a tricky situation which had only one optimal line of play. In episode two we'll take a look at a very different kind of situation, one where there might not be a perfect move at all.
      Please let us know in the comments what you would have done in this situation! One of the primary goals of this series is to foster improvement at Hearthstone by generating discussions. We would also love to hear your feedback on the video itself, as the series is still very new and has plenty room to improve on its format.
      - Aleco
    • By Stan

      In the latest Hearthstone update, Blizzard made adjustments to several cards. The patch is now live now on desktop and it should become available on mobile devices in the coming hours.
      Philosophy and reasons behind these changes can be found here.
      Blizzard (Source)
      Card Changes
      Innervate now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
      Fiery War Axe now costs 3 mana.  (Up from 2)
      Hex now costs 4 mana. (Up from 3)
      Murloc Warleader now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
      Spreading Plague now costs 6 mana. (Up from 5) 
    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Zadina

      A new Brawl has landed in the Tavern.
      Just like with the previous expansions, it's time to try out the deck recipes of Knights of the Frozen Throne in this week's Tavern Brawl. The archetypes for each deck recipe are the following:
      Druid: I guess the best name for this deck is Midrange Druid. It has Ultimate Infestation and Spreading Plague, so... PROFIT?! Deathrattle Hunter Elemental Mage Divine Shield Paladin Control Priest (you've probably seen variations of it in ladder) Jade Deathrattle Rogue Freeze Shaman Zoolock Control Warrior with Enrage minions This is a good opportunity to try out cards that you don't own. Good luck and have fun!
    • By Zadina

      The balance patch is arriving in the beginning of the next week.
      The wait is over! The anticipated card balance changes will arrive on September 18th and hopefully freshen up the meta a little bit. As the case always is with balance patches, for the next two weeks if you disenchant Spreading Plague and/or Murloc Warleader, you will get their full value in Arcane Dust.
      Daxxarri
      In the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:
       
      Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2) Fiery War Axe - Now costs 3 mana. (Up from 2) Hex - Now costs 4 mana. (Up from 3) Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health) Spreading Plague - Now costs 6 mana. (Up from 5)
      This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.

      Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund. (source)