Cheap reno decks. Incredibly detailed Renault Magu guide! Draw Effect Cards
Which can be used in any deck, the main thing is that this deck does not have repeated cards, or in the case of a warlock, does not have more than one or two repetitions (due to the basic ability and Hand Lock playstyle).
Let's start with the option for those who have just started playing Hearthstone. But first, here is the best deck to start without Reno, with a few cards to craft first.Universal deck with Reno (and without) for any class in Hearthstone
On the right, you see a blank for a universal economy deck made up of free, common, and cards from the first quarter of the League of Explorers (~900 dust + 700 gold). The right thing to do is to include the strongest cards available to you, respecting the ratio in cost, and then create the missing cheap cards from this list.
Initially next deck has 28 cards, which means you can only cast 2 good spells. As new GOOD spells are discovered, replace them by removing the following cards from the deck:
The deck contains only the best of the cards included in the category of free or simple (40 dust per card) and two cards from the first quarter of the League of Explorers (Wind Genie and Reno, other cards). If you have more expensive cards and they are really better than the ones presented, you can freely substitute them in the deck.
1 280
And found out a lot of interesting facts.
Taki is really very difficult to play, and is ideal for those players who love to set themselves especially complex and difficult tasks and still complete them.
Freeze Mage is generally based on a more relaxed pace of play through the use of freezes and spells. At first, freeze magicians behave in absolutely no way, at least it seems to the players that this is how it all seems. But the selection of cards is carried out with the help of the Wizard's Intelligence card. To get the coveted Ice Barrier and Ice Block, they use the Mad Scientist card at all.
Freeze Mages are based on carefully crafted card draw, and there is no need to rush to exchange the Servant.
Freeze Mage Tactics with Reno Jackson
If the exchange is only for one card. Such an action can lead to the fact that by the end of the game you will have an empty hand.
Freeze Mage Tactics with Reno Jackson, like many others, must be planned in advance. If you're playing more aggressive decks, then you need to have completely different consequences. And take appropriate action.
Knowing how to plan, only you can count on victory.
Alexstrasz is the main card in this deck. Judging by many similar tactics, it can be argued that if by the 9th turn you still have this card available, then victory is yours.
Of great importance when using this tactic is, as always, combinations and synergies.
The following combinations are ideal:
- Nova of Ice (replacement Blizzard) + Herald of Doom. This bundle will perfectly clear the table. But remember. You win only if. Unless your opponent has a strong card that can counter Herald.
- Fireball and Frostbolt - this combination will give a lot of damage.
No matter how difficult at first glance this or that tactic may seem, be sure to try playing it. Experience has to be gained somehow.
Good day, readers! Today we'll be looking at my favorite deck from Gadgetzan. What I have not played the last two weeks, but nothing excites me more than Renault Mag. Because it's like chess: a deck makes you think a lot and requires high level game skill. And not only that - she also gives you the opportunity to play some insanely interesting cards, she is also a great opponent for aggro decks (which are dark in the current meta). All three Reno classes have their pros and cons, but this Hearthstone mage deck seems to me the best choice at the moment. Not only because you have great tools to defeat Pirate Warrior and Aggro Shaman (namely Water Elemental and early removals), but also because Reno Mage is great against Renolock.
Updated! Added video review from Groove: Test of Top Decks 77.
I usually don't really look at what streamers play (most often they use the leading decks of the current meta), but this build was invented Dog player. When the new expansion just came out, I was immediately very interested Renault Magom. But I couldn't get the deck to start playing well. She looked too weak, clumsy, or simply too expensive and useless. Everything changed when I got this build, which I think contains the optimal number of cards, allowing you to survive in the current meta. This option is the best, and I am absolutely sure of it, because I tried many other options and they did not work.
Reno Mage Deck
Key Cards
Damage Distribution
Understanding that how to properly distribute damage is a very important part of playing this Hearthstone mage deck. Your first wish will be to use spells like Frostbolt or Fireball to control the board, but only do this against aggro. When playing against a fast opponent, simply outliving them is enough to win, so it's okay to use all your spells to clear the board as much as possible (including throwing a Frostbolt in the face of a Warrior or Shaman so they can't hit with their weapons). However, when playing against power-up midrange decks (Jade Druid or Dragon Priest), use regular spells as a last resort on top of your normal creature spells like Polymorph, Fire Lance, or Portal: Firelands. By saving your spells for damage, you give yourself an extra chance to end the game positively by throwing them in your opponent's face.
The most important application of your burst damage happens in the matchup. against the same control decks. When playing against Reno, always try to bring the game to fatigue. This is your goal, sometimes you just strive with all your might to achieve it. All this is due to the fact that your damage can quickly send an opponent to the next world. With an additional 9, 12, or 15 damage (Frostbolt, Fireball, and Blazing Torch) at the end of any game, you hasten the onset of death of an opponent from a fatig much faster than he can kill you. This extra damage will allow you to control the situation and win, but if you use spells too early, then you can ruin everything.
As usual, the correct use of Doomsayer is very important point for this Hearthstone mage deck. Creature with stats 0/7 is still needed Renault Mage, because it gives a very powerful tool against both aggro and control decks. Exposing it on the second turn against aggro decks, you can say that half the work is done, but do not put it on the table just because you can do it at the moment. Yes, killing a Tunnel Trogg and gaining board advantage in one turn is cool, but you need a solid plan. For example, putting him on the first turn against the Petty Buccaneer is a good move, because even with a weapon, on the second turn, the opponent will not be able to kill him. However, if you have the opportunity not to put it on the second turn, but to put it on the third to destroy another creature, do it. Always consider the possible damage of the opponent, and then you will be able to understand whether he will kill the Herald or not.
Most of the cards in question have a fairly straightforward role in the game against aggro, and against control it's a lot more complicated. When encountering slow decks, use Doomsayer, to remove a large creature or break the opponent's game. I would say that this is one of the hardest things to learn in this deck, but very important. Putting a second drop on the fifth turn with an empty table against a Renault deck to stop Emperor Thaurissan or put his own is another step towards victory. It can also be good as an AoE effect, forcing certain decks (like Jade Druid) to stop pushing minions on the board. Such tempo moves are also good to then put Alexstrasza on the table.
Brann Bronzebeard won't be very useful most of the time as a 3-mana 2/4 in matchups against aggro, but it is absolutely indispensable in control matches. There are thousands of Reno and Jade decks on the ladder and you won't win any games against them if you don't use this card correctly. When encountering midrange on your way, use this card with Kazakus, against control decks - with Kazakus and Cabal Courier. These two cards are the only thing you want to combine with Brann, because it should only be used to gain extra tempo over an opponent with cards. Kazakus is an insanely strong card, and using his ability twice is like blowing up a matchup against Reno and the Jade deck. Courier "Kabala" is also of great value, because the opportunity double-select cards from three classes will surely give you something useful (damage or removal). When facing a fast deck, Brann can be good as a #1 target, an early threat, and he can heal well with the Snack Vendor, but in a control matchup, always try to use him with Kazakus and Courier. So never play it without both of these cards in hand. Patience and waiting will always be worth it in the game for Renault Maga.
Soul Conjurer is one of the the most interesting and most powerful cards in assembly. Actually, I'm not even sure if this Hearthstone mage deck could exist without it. She plays like a second key card in matchup control. The spellcaster is so strong that she can win you a bunch of games. With stats of 3/4, she is not a creature that can simply be put on the table, you have must have a plan for it every game. Against aggro, you can play it by tempo or copy the healing minion if possible. Against slower opponents, you want to get another Kazakus or Cabal Courier (if the game doesn't go into deep fatig), or Reno Jackson with a very long game or heavy pressure from the opponent. There are no other important goals for the card, it can be played at a pace if you need a creature on the board.
Important to remember: when playing against Renolock, you need to recognize in time whether you just met Renault or an OTC assembly. Because when you play against OTK, you have to take the opportunity restore your health twice. Then the opponent will only be able to break your Ice Block, and he will not have enough damage to demolish all his health again. However, if this happens, then you can die quite quickly from fatig. Therefore, the second Renault is necessary to win in a long match-up. On the contrary, if you realize that the opponent does not have a combo, then it is better to copy Kazakus, because you want to have as many spells as possible for 10 mana.
Alexstrasza is a very interesting card to build because it has multiple uses. The most important is aggressive play. Lower the number of opponent's lives at once to 15 - excellent pace, which will definitely give you control over the game. You must place it on an empty table, to do this, first clean it with Doomsayer or AoE spells. You can pull off a combination a la Freeze Mage to finish off your opponent with Frostbolt, Fireball, and Blazing Torch. But more often you will force your opponent to use Reno Jackson under your own power. The enemy will definitely get scared when he loses half his health, and such pressure can become great way keep your health or lure removal from the opponent for such a threat.
The second important task of Alexstrasza is healing. Going back to half health is something you rarely have to do when you don't have Reno Jackson on your hand. More often you will put it in order to raise the level of health and save his Ice Block, not to save himself from certain death. Leaving Ice Block is one of the big goals of this Hearthstone mage deck, because it gives you an extra turn to cast spells or take the board with creatures before you put Reno. Putting an 8/8 creature while avoiding lethal damage is one way to give yourself another turn that allows get close to powerful spells.
Match-ups
six decks The ones I saw most in the meta are: Pirate Warrior, Aggro Shaman, Renolock, Jade Druid, Dragon Priest, Miracle Rogue.
Pirate Warrior
Pirate Warrior Deck
Despite the waning popularity of the Warrior Pirate, he is still a common sight on many ladder ranks. To be honest, I would like it to become more popular. Deck Renault Maga he shows himself amazingly against such a Warrior, and only loses if the opponent has just a "mulligan from God" and you have a roll ball in your hand. When I first started testing Renault Maga, the pirates were the reason why I couldn't play properly. However, this version has a bunch of early game tools: Potion Maker, Acid Ooze, Cabal Courier, and Water Elemental. All of them work as a defense through which the opponent needs to break through.
Even something as simple as Servant of Pain or Treasure Seeker can force your opponent to trade, giving you time and life.
All that matters here is survive until Reno Jackson enters the table. Reno will absolutely finish the game. This is because Pirates need to use their cards to deal damage, and they can't deal 30 damage more than once. You need to sort through your deck as quickly as possible while clearing the board. Don't worry about spending a lot of cards. Do your best to use your removals on all opponent's threats. Killing a Kor'kron Warrior with a Fire Lance isn't particularly nice, but it's better than taking four extra damage to your face the next turn. Also always use Kazakusa for 5 mana spells, if possible. You really need armor and the ability to draw cards or clear the table.
The note: almost never use Acid Slug early. Destroying the Fiery Ax on the second turn is a good move, but still try to remove the Arcanite Harvester. The only exception is if an Upgrade or Cultist Pirate has been used on the weapon.
Agro Shaman
Aggro Shaman Deck
Ah, those Shamans. Aggro Shaman once again raised his head. This is very bad for a Warrior or a Rogue, but we should be madly happy about such news. Just like with Pirate Warrior, our deck Renault Maga imprisoned against the fight against Aggro Shaman with the help of heaps of early instruments and then later control cards. Your goal is to survive everything they have. Like the Warrior, the Shaman deck relies on powerful burst damage. However, unlike the Pirate Warrior, they have large creatures like Flame Faceless. Always be prepared for this so clean the board as best you can before the fourth move to profitably exchange with a fat creature. As soon as you have Renault Jackson in your hand, everything will be over.
Just like you save Acid Slug against Pirate, always try to keep it for Doomhammer regardless of other guns. The only exception is that you really need get an early table against Ghost Claws. Other than that, always try to remove creatures every turn. Although the Shaman has many ways to deal damage, his early minions are quite weak. Therefore, try to play medium creatures early if you couldn’t kill the Tunnel Throat with removals. Kazakus also here should give a spell for five mana. Four points of damage to all creatures on the fifth turn is priceless, for everything else… well, you get the idea.
Renolock
Renolock deck
When playing this matchup for the first time, you will feel that Renolock is impossible to beat. However, the more you play such matches, the sooner you will realize that it's almost impossible to lose here. The reason is that at first you play rather impatiently. They play creatures, draw cards, and do other fun things while you sit and destroy their creatures, count cards, and wait. Your entire game plan is to cut down on the amount of damage you take until you have a combo of Brann Bronzebeard, Kazakus, and Cabal Courier that must be played in one turn. This will give you enough strength and power to control the table for the rest of the game and calmly reach fatiga.
Using Kazakus, you have two routes to follow. Can be taken like this Lots of AoE effects, as far as possible to break any resistance of the opponent, or you can take direct damage to simply destroy the enemy in one blow when he runs out of cards. Both of these methods work as long as you know what cards your opponent has left and what options you have. If you think that the opponent has an OTK combination, then taking 10 armor is also good to make sure he doesn't break the Ice Block. As mentioned earlier, in this game, you should save the damage as much as possible. Finishing the game with 15 damage in hand is the key to victory, because Jaraxxus has 15 health, and using Reno will leave the opponent without healing. If he still managed to heal, then use Alexstrasza in his face, and then finish him off. In any case, playing as Renault Mage, you should not be afraid of Renolock.
jade Druid
Jade Druid Deck
Oh. Any deck, no matter if it is aggro, midrange or control, has its weaknesses, and the weak side Renault Maga- Jade Druid. I'm not saying this matchup is unwinnable (I won twice), but it's incredibly difficult. The reason is that the Druid will never get tired thanks to the Jade Idol, which means you have to crush him with damage in the face. However, there aren't many threats in your deck, and the Druid uses Bestial Fury to heal himself after using Alexstrasza. In general, everything is very, very bad. The only way you can win is save your AoE spells until you get crushed by big Jade Golems, then get another AoE from the Brann/Kasakus combo. If you can properly cast these expensive spells, then there is a chance to do something while the Druid has all the golems in his deck. Once you get to 10 mana, you can start. You can consider yourself lucky if copy yourself a second Renault Jackson with the help of the Soul Enchanter.
Dragon Priest
Dragon Priest Deck
We need more good matchups. Although the Dragon Priest, especially with the addition of the Cabal Talon Priest, looks very harsh, I have had amazing success in such matches. The reason for this is very little explosive damage for the Priest. The only direct damage in the deck comes from Blackwing Bane, two of which can deal six damage in one turn. This means that if your health is kept around 15-20, then in most games your opponent will not be able to finish you. In a match like this, you really want to get to fatig because Dragon Priest draws a lot of cards, and he will get tired faster than you. Like Renolock, you go to victory by reacting to your opponent's threats for thirty turns, graciously letting your opponent get cards.
The most important thing to understand here is the feeling that you are losing, which will not leave you for almost the entire game. The priest digs up cards, quickly receives new ones, which means that he will always have a full hand and a busy table. However, if you are patient and use your removals and AoE spells correctly, everything will be fine. Never panic. You might want to use Polymorph on a Draconid Spy, but if you wait (and you really should wait), then use this removal on a scarier dragon. Be be careful with all your spells, do your best to remember about those threats that you will have to clean up later. Remember that the Priest is for Renault Maga not such a bad matchup.
This match-up for Renault Mage is the most tricky of all. In hand, leave cards along the curve of mana and answers to each previously possible creature on the table. Sometimes this match can be won by forcing the opponent to use too many removals in the early game or by responding to every opponent's threat. The most problematic part of the match is when Rogue plays two big threats at the same time. For example, the Auctioneer and Edwin van Cleef, but it’s impossible to deal with them right away. My advice here is to keep playing even if the situation looks hopeless. I won a game where I had Edwin 10/10 on the table on turn 4, I first threw a Fireball at him, and the next turn I finished it off with a Forgotten Torch, then I used Reno, after which the game returned to normal.
Brann will be used in this matchup like cannon fodder, well, if he can double at least one warcry. Kazakus here should be used for spells for five mana, focusing on AoE, transformation, damage, armor, in some cases clear the table and even less often - freeze. The best potion will be for five mana, dealing four damage to all creatures, and the second effect is not particularly important. Wave of Fire should be used towards the end of the game because Rogue's only big threat is Edwin vanCleef, unless he has Adventurers in his deck, which will add to the difficulty of achieving victory. Your answers to the captured table are Wave of Fire and Spells from Kazakus. Doomsayer is best played on the second turn. When faced with the choice of playing a Water Elemental or removing an opponent's threat - always choose the second option, because the Elemental will be stunned and returned to your hand. Play creatures that are bad targets for Sap. The last thing I would like to say is that even if you have calculated everything well, counted every spell played by the enemy, you can still sometimes lose. two random mage cards(received from the Rogue Pirate).
This build is a lot of fun to mulligan, and since it's a Reno deck, you only have one copy of each card. This means that if you roll something, it is not guaranteed that you will see the card again in this match. Potion Maker, Arcane Blast, Chattering Book, Acid Ooze, and Treasure Collector - must-have to start.
In addition, the Acolyte of Pain can also be saved if there is a coin in hand. Doomsayer and Volcanic Potion should be kept against aggro decks. Forgotten Torch is good on the mana curve. The Snack Vendor, Water Elemental, and Kazakus will also do well with a coin. Against control decks I leave Ice Block, but it's a pretty slow start.
Conclusion
It's a lot of fun to cast spells. Oooo fun! Renault Mag- this is good deck. She is strong, versatile, has many positive matchups and allows you to play chess in Hearthstone. I've never been a slow control player, but I love decks with a lot of options, like this one. I love it so much that it will become my main one for a while. I hope you enjoy it at least half as much as I do, and as always, thanks for reading. Until next time, I wish you always heal for 29 health!
Translated and edited Leckermaul, designed a Graytosse
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In this guide, we will tell you how to play a Freeze Mage. The Freeze Mage deck is quite complex, but extremely powerful. Many consider Freeze Mages to be one of the hardest classes in the game, designed for those who like to challenge themselves and have fun reaching the goal.
This version of the deck includes Reno Jackson, who is able to fully heal the hero and grant a few extra turns needed to win. The deck was successfully tested by SuperJJ from the compLexity team, who won the Seat Story Cup tournament.
Tactics
The Freeze Mage relies heavily on slowing down the game with AoE spells and Freeze, but can also take up to 30 damage to an enemy character. health in a couple of moves.
On the first turns of the game, Freeze Mages are passive, drawing cards with the help of the Wizard's Intelligence. In addition, they often play Mad Scientist to get Ice Barrier or Ice Block. On the first moves, you should pay special attention to the Servant of Pain. Don't play him unless you're sure you can hit him with your Hero Power. For Freeze Mages, gain is extremely important, and therefore it is unprofitable to exchange the Servant for one card. As a rule, this leads to the fact that by the last moves you will be left with an empty hand.
Once the enemy starts to expose their creatures, you will have to make difficult decisions about using spells and slows to keep the fight going as long as possible. General rule it sounds like you shouldn't use direct spells (like Frostbolt and Fireball) to eliminate creatures unless your opponent is overly aggressive. The exception is the Forgotten Torch, which can be freely used on the first turns to get an improved copy of it. Blazing Torch is a key card in the deck that allows for incredibly powerful combos, especially with the discount from Emperor Thaurissan.
Plan your moves in advance, use spells rationally. For example, you shouldn't use an Ice Ring if you don't have anything to clean the board with on your next turn. Ring should be played with Doomsayer or Wall of Fire. In both cases, you will be able to clear the board if the opponent does not take appropriate action in time.
While Doomsayer is most often used in conjunction with Freeze to clear the board, there are other uses for this useful card. For example, when playing with an aggressive opponent, you can deploy a Herald to prevent a whole bunch of small creatures from spawning. Alternatively, you can play Herald on an empty table by continuing with Emperor Thaurissan, Archmage Antonidas, or Alexstrasza. The herald will not let your opponent expose his creatures, and you will win anyway.
Secrets (Ice Barrier and Ice Block) play a very important role. After the release of Naxxramas, Freeze Mages gained access to Mad Scientists, which allow them to use secrets more effectively. Ice Barrier is a very useful card that allows you to extend the fight by one or two turns, especially if you play it early enough. The ice block allows you to disrupt the plans of the enemy at the end of the match. If you have an Ice Barrier on you, you can determine the minimum number of turns in which the enemy can kill you, and then plan your actions. It should be noted that in the case of Mad Scientists, the rule is violated, according to which you must first draw cards, and then perform actions on the board. If you have a Mad Scientist on the board and you want him to die on the current turn, first kill him and then draw cards. Otherwise, you can get a secret that the scientist would activate for free.
Emperor Thaurissan opens up new possibilities for Freeze Mages. This deck relies heavily on combos and the Emperor has a significant impact on the big hand. The main difficulty is that you will need to spend an entire turn to play Thaurissan, postponing the use of some important cards. However, Thaurissan has a huge impact on the flow of the game, providing a significant advantage and securing the victory.
With the advent of Reno Jackson, the deck gains more great depth, because this map significantly affects the process of its compilation and decision-making during the game. The number of copies of some cards (notably Treasure Collector, Blizzard, and Acolyte of Pain) has been reduced in order to increase Reno's chance of successfully triggering. However, the player now has to memorize the discarded cards. You can write cards on paper or use a special addon. If you prefer to do it in your head, highlight the important combinations of cards available in two copies: Frost Nova and Doomsayer, Frostbolt and Ice Lance, Secrets (Mad Scientist, Ice Block, Ice Barrier), and Sorcerer's Intelligence.
Archmage Antonidas is included in the deck as "insurance" in case you fail to get Alexstrasza in time. If you can't wait for her to appear anymore, use one of the following combinations: Archmage Antonidas + Frostbolt + Ice Lance or Archmage Antonidas + Ice Block. As a result, you will have one or more Fireballs with which you can finish off the enemy. Thanks to Emperor Thaurissan, Archmage Antonidas is now considered a required card in the Freeze Mage deck, as The discount provided by the Emperor gives room for the most powerful combos.
Alexstrasza is the key card of the deck. If you managed to survive until turn 9 with Alexstrasza in your hand, you can consider that victory is already in your pocket. As a rule, opponents have nothing to answer it with. The goal is to get the enemy down to 15 health on turn 9 and then finish them off with a combo of Fireball / Frostbolt / Ice Lance / Forgotten Torch / Burning Torch. I repeat, for successful game With this deck, the ability to plan your actions is very important. Before using Alexstrasza, evaluate the game situation, the resources available and the time it takes you to finish off the enemy. The use of Alexstrasza is largely dependent on the availability of Ice Block (active or in hand) or the spells required to deal lethal damage, as well as the ability of the opponent to restore health. List all possible options meaningless. Just try playing this deck and find the combinations that work best for you. Remember that the outcome of the battle depends on your ability to plan.
If the ninth turn is approaching, but Alexstrasza is not in hand yet, continue to slow down the opponent by drawing cards from free resources. Freeze Mages often have to go through the entire deck to get desired card. Soberly assess the game situation and the number of moves needed by the enemy in order to finish you off. Sometimes you have to play sub-optimally to be able to draw the card you need to save.
Synergy and combinations
Nova of Ice or Blizzard combined with Doomsayer is the main way to clear the table. The method only works if the opponent has nothing to remove the Herald from the table.
Various combinations of spells can be used to deal fatal damage. For example, Fireball + Frostbolt + Ice Lance + Ice Lance gives a total of 20 damage. damage.
Starting hand and detailed tactics
In most cases in starting hand you should collect cards that allow you to draw (Intelligence of the sorcerer, Mad scientist). A servant of pain, as a rule, should not be left, because. it would be irrational to play it before the 5th move. Below are tactics against various classes.
against the hunter
Highly difficult opponent. First of all, this is constant damage "in the face" from the strength of the hero and numerous creatures. Try to get Doomsayer, Mad Scientist, and Ice Barrier in your starting hand. Don't be afraid to play the herald as early as possible. This will save you at least 7 units. character's health. If the enemy cannot deal with the herald, you will slow down the pace of the game. The ice barrier can be used at any time, as it improves survival. Feel free to use Frostbolts to clear the table. Otherwise, you may not live to see the ninth move. The basis of victory in such a battle is the timely use of the Archmage Antonidas or Alexstrasza. The hunter does not know how to replenish his health, so you can easily calculate the units of damage needed to win.
Against zoo-lock
Contrary to popular belief, zoo-lock is a very advantageous adversary. Freeze Mage spells allow you to freeze the board several times in a row, which adversely affects the synergy of the zoo-lock deck. As a rule, creatures zoo buff each other when they appear, and if there is no creature on the board that can attack, all buffs are practically useless. As soon as the situation becomes threatening, start freezing the board, and then clear it with Blizzard or Fire Wave. You can afford to use Frostbolt early on. Zoo-locks tend to use Hero Power and hit themselves, so you won't need a full combo for the finishing move.
Control Warrior
Winning a warrior with a freeze mage is almost impossible. The fight with him is a fierce battle for survival, starting from the very first turn. Warriors are able to build armor, as a result of which their health can exceed 30 units. The armor cannot be removed by Alexstrasza, which means that you may simply not have enough damage to penetrate the enemy. Hope for victory is given by cards like the Mad Scientist, as well as creatures that can deal moderate, but intermittent damage.
Against the priest
Collect in hand standard cards and play them as usual. However, Alexstrasza needs to be planned a little more carefully. Because priests can restore their health, the final stage of the battle can take 2 or 3 turns. With 9 crystals in his possession, the priest can use Shadow Word: Death and Holy Fire to heal up to 20 health. immediately after the appearance of Alexstrasza. After the first wave of spells, the priest can restore 2 more points to himself. Health with Hero Power and 2. with the Ring of Light. Take all of these responses into account when scoring. Don't forget that with the release of the Goblins & Gnomes expansion, priests have new cards to replenish their health (for example, Light of the Naaru).
Changing cards
Rookie Engineer and Explosive Sheep are interchangeable. If you encounter aggressive opponents too often, use sheep to control the board. If you're having trouble with control opponents, Gatherers will let you draw more cards.
Other decks:
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admin | 5600 | 5 ↓1 | 4147 | 2020-01-13 | |
admin | 15950 | 0 ↓1 | 1586 | 2020-01-13 | |
admin | 2300 | 1 ↓0 | 2551 | 2020-01-13 | |
admin | 20200 | 0 ↓0 | 683 | 2020-01-13 | |
admin | 7050 | 8 ↓1 | 5769 | 2019-12-11 | |
admin | 19350 | 2 ↓0 | 2385 | 2019-12-11 | |
admin | 18700 | 1 ↓1 | 1440 | 2019-12-11 | |
admin | 13850 | 2 ↓0 | 923 | 2019-08-15 | |
As promised, we are posting a translation of the brilliant Renault Magu guide from yesterday's post. You definitely won't be disappointed! 🙂
I absolutely love this Reno Mage deck, and it moved up to #14 in the Legends rankings with an overall win rate of 72%. A little later, I improved this result, and quickly took 1st place. This happened just the other day, therefore, I can describe the game with this deck in as much detail as possible based on my feelings.
When playing against Midrange Shamans, do your best to control the board, but don't waste your best removals and save them for countering. If you are faced with the choice of which creature to eliminate: or - always choose the second. important to win, but the key is board control. Don't let the Shaman draw cards with , and always count the potential damage from to make sure you don't die. If you are not sure - just in case, apply.
You may want to leave, but don't: , , , .
Warrior (Tempo Warrior: 50/50, Patron Warrior: Auspicious, C'Thun Warrior 50/50, Attrition Warrior: Unbeatable)
If you got a warrior as a rival, you can rejoice at this. In the worst case, you got an equal opponent, and in the best case, if it is a warrior on attrition, you will win an easy victory. The key to defeating a Warrior is to quickly determine its deck type. If it's Tempo Warrior, calmly play your , to keep up with the pace, you just won't need extra from . If you're playing against a C'Thun Warrior and a Warrior at Attrition, try to save the coin for the rest of the game. Against Patron Warriors, don't play until his combo with for a second clear.
The main thing to NEVER do against a warrior is don't use your class ability on the opponent's hero in the first turns until he starts to increase his Armor. A few damage will not solve anything, but the cards that the Warrior will get with the help and the unlucky magician in your face can decide the game.
When playing against a C'Thun Warrior, don't let yours proc and don't summon until the C'thun is summoned. You simply will not survive the consequences of its appearance. In general, when playing against warriors, try not to waste your cheap removals towards the end of the game, because they can easily be turned into . Try to use your spells as carefully and accurately as possible.
Against attrition warriors, try to play very carefully, they have 2 , 2 , 2 . Try not to have more than two good creatures on the board at the same time, so that they do not become easy prey. Only play at the end of the game, after you've made sure you've lured all the removals.
You may want to leave, but don't: , , , .
Rogue (Miracle (and other Rogue combos): Auspicious, Deathrattle Rogue: Auspicious).
In matches against robbers, it is very important that you have enough time to find , and . Fortunately, you will find them much more often than not 🙂 Matches against Rogues are easy to characterize: “Saw something? kill that "something". Kill everything that moves. There aren't too many creatures in this deck, your spells will be enough.