Presentation

(Pass this part to get to the deck explanation)

First, i have to warn you that english is not my mother tongue. Read it at your own risks.

And then, if you got pasted the title, good job, you deserve this deck.

This is a quite competitve fun deck. This is not the most refined deck existing, but i know what is too greedy in this deck. I'm just trading a little efficiency(not that much actually) for awesomes good-feeling shenanigans,

I am a fun/wild player who doesn't play in a very competitive way, while still enjoying training and getting better at in-game decisions and deckbuilding. I made the grind to legend one time and never tried again, i even stopped Hearthstone a few weeks when i've hit it. It exhausted me.

This is a theorycrafted reno deck built after i saw the MSG card reveals. For a little back story, I tried making a shadow priest deck work since i saw that shadow form card back when we only had the classic set.

Well the first tries were very poor, of course, because shadow form is a pure value, fatigue card. We didn't have the tools to make it work, nor a fitting (Control oriented) meta.

The TGT tries were a bit more consistent, with the inspire thing, frost giants, etc, and the fact we had way more removals and tools to make it to the late game and snowball to the win. But again the meta was too fast, and consistently taking the board to early decks (Hello secret paladin), was impossible. The Reno version was especially interesting.

WotOG was the point where it became interesting with N'Zoth and C'thun, getting those late game win conditions. I sticked to 2 Reno Variants, one with N'Zoth, and one with C'thun, but the loss of light bomb was painful. The wild N'Zoth was good, but it was an awkward spot where you aimed for the fatigue and value matchup, but you had no efficient tools to get rid of a N'Zoth deck late game. Lightbomb was painfully useless on his own on a N'Zoth Sylvanas Belcher Cairne Shredder board. Same applies to the C'thun variant, which was actually a bit more tempo oriented, and less thin than the N'Zoth one. But i found it more consistent on the long run, being able to fight for the board early and then snowballing to the win. This one got a way less awkward mid-game curve than the N'Zoth.

And then the MSG card reveals happened. Oh shit am i hyped.

Goal

His goal is to survive early game pressure to get the board. Once you get the board control and are able to dictate the trades, you most likely win.

My main advice would be to not focus too much on value early game. Don't hesitate playing your Garrison Commander, Auctionmaster Beardo or Priest of the Feast as tempo plays, you have a lot of end-game tools so you can sacrifice some for tempo.

Card choice explanation

Hero power package

Garrison Commander : Average tempo play on turn 2 (a 2/3 is still better than in standard, considering the meta), can help you taking more favorable trades with the Lesser Heal, can help getting the 2 or 3 damage needed to clean on bard once you're in Shadowform(and by this time it becomes a "If you have a fireball to cast on it, don't think twice" card), and an absolutely insane card once Raza the Chained hits the board. Was running him with success before Raza, just saying.

Auctionmaster Beardo : Good tempo play, if it sticks, it allows for more verstality in board clear with Shadowform, and for healing with Lesser Heal. May be a flexible spot, i'll tell when i will be able to run it.

Shadowform : Meh card, you can remove it at will. On a serious note, you should focus on learning quickly when to play it or not. There is matchups where i just don't use it until i draw Reno Jackson. You often have to think twice about using turn 3 or not, even on an empty board. Try foreseeing your curve in the next turns to tell if you have rooms where shadowform can be useful. I often use it as a 5 mana deal 2 damage spell when i have the board. Don't forget you can HP, shadow form a second time, HP for 5 dmg at 7 mana. You don't summon a random 5 mana cost minion, but that's still useful. Running 2 makes the deck less consistent at validating the highlander condition, but you mostly don't need Reno Jackson nor Raza the Chained while you haven't transformed or draw it.

Raza the Chained : Not bad for tempo (except you never play it before drawing shadowform). Infinite value card in a fatigue deck, especially in a strange curvy kind like this one where you don't have too many floating mana, even in late game. Activate some Prophet Velen, Auctionmaster Beardo and Garrison Commander awesome shenanigans.

Vol'jin : Awesome in shadow form priest. Really awesome.

Prophet Velen : Same. Quite a 7/9 mana deal 4/6 damage which wins you the game if it sticks. Useless in regular decks but the immediate use of a double damage hero power is huge is in this deck, not to mention you can also cast a flash heal to secure your HP in the same turn, or even a Kazakus 1-mana spell.

C'thun package

Beckoner of Evil, Disciple of C'Thun, C'Thun's Chosen, Crazed Worshipper,Twin Emperor Vek'lor. C'Thun, Hooded Acolyte

Not much to say about those. While Hooded Acolyte will not makes you benefit too much of his effect, 4/3/6 is a very good statline especially with shadowform. And it can help you getting the +1/+1 needed on C'thun to activate your Vek'lor or Twilight Darkmender.

You'll often find yourself not playing nor seeing C'thun in a game because the deck lacks a lot of card draw(hey, we're going for fatigue, and this list is very thin), but Vek'lor, the Twilight Darkmender and the overall Health-oriented good statlines justifies running the package.

Even if the effects are very few, i actually nearly always has at least 10/10 on C'thun or at least a way in hand to get to that when it is needed, with the actual list i'm running (with only 1 Twilight Elder more).

Don't hesitate dropping your C'Thun on a low health ennemy board, when you feel like he's struggling. Again, you have a lot of must-remove high-value stuff.

Healing package

[card]Flash Heal/card] : Some heal is needed even without the auchenai combo. Very good tempo card allowing you to secure your Health Point while reacting and developping a board. Synergizes with Priest of the Feast, Velen, and Auctionmaster.

Twilight Darkmender : Not much to say, Good heal, ok stats.

Darkshire Alchemist : Same. Except the heal can help you with trades.

Reno Jackson : Meh, you can throw it away.

Priest of the Feast : Will not heal you much, most of your games as we don't run a bunch of low cost spells, and will be mostly used as a tempo play which will heal you if it sticks. But it can do the trick if you're missing a few HP to be safe.

Healing is necessary in this deck. The trick is that most of your healing come with a decent body alongside, so if you can trick the opponent into rushing your HP to put you in lethal range, when you have a decent board(you can't imagine how many people find themselves doing that as soon as you cast Shadowform), it makes you able to dictate the trades and recover the board, thus swinging the game.

Control package

Not much to say about the board clears and single-target removals. Except they are of course mandatory.

Potion of Madness : Very interesting tempo oriented card + Low cost spell. May be a dead card in your hand against some decks though. I'll see if it works well.

Kabal Chemist : Very interesting card, 3 of the potion pool are good boardclears and every potion is at least decent. A good value and control card.

Kazakus : Oh man, i can't wait for playing him. In games where you don't need urgent healing or double vek'lor, you shouldn't hesitate keeping brann for Kazakus. The most interesting ones seem to be the 1 and 5 mana spells allowing you tempo plays, but if you get 2 of them you should'nt hesitate about creating a 10 mana board swinging/flooding spell.

Doomsayer : MVP, mostly a turn 2 or 3 plays getting you board control, but can buy you time an create awkward turns for your opponent in late game.

Brann Bronzebeard : Real MVP of this deck.

Mulligan

You can't really search for something special in a Reno deck, but the most important is most of the time you shouldn't seek Shadowform in the mulligan. It is allowed against heavy control match-ups, and mostly if you have potent 2 or 3 drops alongside. You should try to go for the curve most of the time.

F.A.Q

Q : Why don't you run standard ? You're only using Lightbomb as a wild card.

A : That's true. But just Lightbomb is an euphemism. Plus, the wild meta is more control-oriented which fits way more to this deck than standard's, and most of the machups are way easier. And you face a greater variety of decks in wild, which adds a lot to the fun experience.

Q : Why don't you run xxx ?

Tell me what to remove and i'll be hapy to discuss with you about it. May be the only answer you'll get is "Yeah it would be more optimal than the xxx i'm running, but i like to play it", but i'll try to explain better my motivations.