Reno With Malacrass
- Reno Mage
- Wild
- Ranked
This deck was inspired by another reno deck that included Malacrass. Made some slight changes here and there.
General game plan/win condition: survive till turn 6, then take over board, win with value/Zephrys/Kalecgos/Mountain Giants etc.
I really like Malacrass, it makes your Mulligan phase a lot more interesting. Note that you now have two ways to get Zephrys twice, one using Malacrass the other using Barista.
There is enough AOE and control to stay alive without taking a lot of damage, and in the late game once you control board its most of the time game over.
Until now I have 80% winrate with it over 10 games. Lost to a zoolock because I did not get any playable stuff until turn 5, and I lost to a hunter because of a misplay on my part.
So enjoy!
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- 06
- 07+
- 1 Ray of Frost x 1
- 2 Frostbolt x 1
- 3 Arcane Intellect x 1
- 3 Conjurer's Calling x 1
- 3 Messenger Raven x 1
- 3 Stargazer Luna x 1
- 4 Polymorph x 1
- 5 Blast Wave x 1
- 5 Naga Sand Witch x 1
- 6 Blizzard x 1
- 6 Reno the Relicologist x 1
- 7 Astromancer x 1
- 7 Flamestrike x 1
- 7 Luna's Pocket Galaxy x 1
- 8 Hex Lord Malacrass x 1
- 8 Kalecgos x 1
- 8 Power of Creation x 1
- 8 Tortollan Pilgrim x 1
- 10 Puzzle Box of Yogg-Saron x 1
- 10 Pyroblast x 1
- 2 Doomsayer x 1
- 2 Zephrys the Great x 1
- 3 Vulpera Scoundrel x 1
- 5 Barista Lynchen x 1
- 5 Zilliax x 1
- 7 Amani War Bear x 1
- 7 Siamat x 1
- 9 Alexstrasza x 1
- 10 King Phaoris x 1
- 12 Mountain Giant x 1
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