Reno Combo Warlock Wild Un'Goro Deck
This deck contains instruction on how to play Reno Jackson Combolock. It plays 30 individual cards to guarantee the power of Reno Jackson and Kazakus and aims to stall and control the board until you are able to activate a game winning combo with combinations of Power Overwhelming, Leeroy Jenkins, and Faceless Manipulator.
Reno decks have only increased in power since the release of Mean Streets of Gadgetzan due to the new additions that The Kabal has brought to the strategy of building decks with only single cards.
1. Reno Combo Warlock Wild Un'Goro Deck
Our deck costs 13,460 and it is made up of the following cards.
|Warlock Cards||Neutral Cards|
1.1. Mana Curve
Reno Jackson Combolock is a very slow paced deck that aims to stretch out the game through numerous turns and eventually end the game by unleashing a huge burst combo. It shares some similarities with Handlock, but plays significantly less proactive threats to pressure the opponent, and instead focuses on board clear, healing and Taunt to stall the game out and allow you to draw game winning combo pieces.
Your early-game cards in the deck are quite powerful and can help you to fight back efficiently against decks with a lot of early pressure. Dark Peddler, Imp Gang Boss, Mortal Coil, and Darkbomb are all excellent cards for fighting back early against Aggro, or simply for generating an early board presence. However, due to the nature of the deck, you will not be able to consistently draw into these cards, meaning you will sometimes have to be content with simply using Life Tap for the first few turns in order to draw into more useful options. You should not be afraid to do this, even against aggressive decks, since it is important to cycle through your deck to look for Reno Jackson and other important cards.
If you have been forced to skip the opening turns and find yourself behind on the board, the deck plays numerous options for catching up in the mid-game turns. AoE spells like Hellfire, Demonwrath, and Shadowflame can all be used to halt your opponent's early onslaught, while Mind Control Tech can also be used to create a swing on the board.
Entering into the mid-game turns, your plays start to become more proactive. There are a lot of high quality minions in the deck and come the mid-game turns you are more likely to have drawn into them. Although you cannot reliably have access to any specific card since they are all single copies, you are almost guaranteed to draw into some sort of proactive play if you have been able to control the early-game sufficiently.
Once you reach the late-game, the game simply becomes about sustaining yourself for as long as possible. You should be tapping every turn you can in order to draw necessary combo pieces and then simply relying on powerful healing effects like Reno Jackson and Brann Bronzebeard in combination with your healing Battlecries to keep yourself alive.
Using Kazakus appropriately is a key skill with this deck, and you will need to learn to adapt to the state of the matchup. Against many Midrange or Aggro decks, a 5 Mana spell will usually be enough to have a significant impact on the game. However, against heavy Control decks, you will often need to go all the way to a 10 Mana spell to set up another potential win condition for your deck. Your choice of spell can also be heavily dictated by the rest of your hand. If you have high quality defensive plays for the next few turns in hand already, then you might not need the cheaper option and can instead be greedy with the 10 Mana option. This is also true if you already have Reno Jackson in your hand, since Reno gives you a lot of long term stability to get value out of the 10 Mana spell.
When the time is right, you will usually need to play Emperor Thaurissan onto the board in order to discount your combo pieces, since under standard conditions, your full burst combo costs 11 Mana. Since this is only slightly outside your regular Mana constraints, it is enough to only hit one piece of the combo with your Emperor activation.
This is a deck with dramatically different win conditions against different types of decks. Against Control, you are looking to draw as many cards as possible in order to look for key pieces of the Leeroy Jenkins, Power Overwhelming, Faceless Manipulator combo, while stabilising the board. From here, you then simply need to wait for your moment to unleash your game winning combo. Against extremely aggressive decks however, you should abandon this gameplan and instead focus on survival with the enormous amount of healing in the deck. It is important however, even when you are focused on this strategy that you continue to tap in order to maintain your resource advantage, and make sure you draw into enough survival cards to win the game.
Conversely against extreme Control, the one-off burst damage of your Leeroy combo may not be enough to win the game and you should instead look to setup a clean turn to drop Lord Jaraxxus on the board, since the value that this card generates is way too much for Control decks to keep up with as long as you are under no threat of dying the turn you play it. Doomsayer is a great tool to try and buy yourself a free turn in the late-game to drop Jaraxxus, even if you play it on a board that you are already slightly ahead on.
2.1. Mulligans & Matchup Specific Strategies
You should mulligan hard for your early game plays such as Dark Peddler, and Imp Gang Boss. You should also keep Reno Jackson in every matchup as the security of having this card in your hand allows you so much more freedom to play the game aggressively with your life total.
As mentioned previously, your win condition is very different against different types of decks. Against Aggro, you are simply trying to survive and outlast them, so focus on board clear and healing while making sure to tap enough to maintain cards in your hand. Against Control, you need to play the game slowly, making sure to tap every turn where possible and try to hit Emperor Thaurissan on as many burst combo pieces as possible.
2.2. Card Swaps
Due to the nature of the deck, there are numerous other inclusions that can fit in. Almost any high quality card can be used in the deck, but the important cards that should not be replaced are the burst combo pieces and the healing, Taunt, and board clears.
- 04 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Shadowbolt, 1x Refreshment Vendor, 1x Felfire Potion, 1x Ragnaros, the Firelord for 1x Zombie Chow, 1x Darkbomb, 1x Imp-losion, 1x Antique Healbot.
- 01 Dec. 2016: Deck added.
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