The Designing a New Reno Card for Standard Card Design Competition
Season 5 of our Card Design Competitions continues! This week, we're going full Reno!
Singles Night - Season 5 Competition #6
This weeks theme comes from timmult, whose "Murlidan Tiderage" was the winner of our "Power Pellets" competition.
Competition-Specific Restrictions:
- The restriction this week is simple: Your card must have the text "If your deck has no duplicates..." on it. That's it! After all, Standard knows what it's looking for in a card. It is open to new experiences, though, so note that your card doesn't actually need to be a minion or a legendary. Existing examples include Kazakus, Raza the Chained, Inkmaster Solia, Krul the Unshackled, and
Reno Jackso-no, he's the one Standard is avoiding, stop bringing him up, we're trying to have a good time. - As always, you may not delete any posts you make in this Submission Topic. Message one of the Fan Creation moderators if you've posted here in error or otherwise would like your post removed.
- Remember that, although HearthCards is awesome, you must host your card somewhere other than Hearthcards, such as Imgur or Photobucket.
Submit Your Card Design Today!
Head on over to the submission thread to read the rules and submit your entry. Also be sure to check out this week's discussion thread.
This is my first ever attempt at one of these:
I was thinking of having the wording to be "Cast Cabalist's Tomb", however I changed it to be clearer; especially since Cabalist's Tomb will go out of rotation.
Rarad's Battlecry is similar to Vanish and as for the end your turn effect, you may play cards prior to summoning Rarad, but your turn will automatically end after playing Rarad.
Edit: Text inaccuracy
STAMPEDE:
What is shadow of nothing?
Very flavorful text you've got there Kappa
Figure having an additional drawback to starting with 45 health might be more fair.
Wow. The first time I see the Weekly Design Competition advertisement with 100+ replies.
Reno seems to be a hot topic ;)
Easily will hit 200 before this drops off the main page.
Flavour Text: "Saurfang's first name is an acronym. It means- V.A.R.O.K. - Very Awesome Ruling Orc Killer. "
Do not forget how bad is control warrior with no duplicates, it's the only way to conpensate for that and for not being able to use Kazakus
also.. class cards are usually stronger than neutral cards
I give up, can't seem to insert an image from Imgur in-line
<blockquote class="imgur-embed-pub" lang="en" data-id="a/NW1zI"><a href="//imgur.com/NW1zI"></a></blockquote>
Another Doctor to cure meta... Oh wait...
Jackpot mechanics : It's work similar to classic jackpot, where each icon apply effect. You can have 2 or more icons in row to boost effect. Number in bracket is a number of rolls.
Avaible rolls:
number in (x) means number of current icon in row
Heart : (1) restore 2 hp to your hero (2) restore 2 hp to your hero and random friendy unit (3) Incrase healing power to 3 for unit and 4 for hero (4) restore apply to your hero and two friendly units (5) ... and 3 friendly units + bonus 2 hp restored to your hero (6) restore 7 hp to your hero and 4 hp to all friendly minions (7) restore 7 hp to all friendly units.
Sword: (1) Give 2 attack to your hero this turn (2) incrase to 3 attack (3) and give 1 attack to random friendly unit (4) bonus attack apply to 2 random friendly units (5) attack applyed to hero is 5 (6)every friendly minion gain +1 attack (7) and your hero gain 7 attack this turn + split +7 attack between friendly units - minimum +1 attack to every minion.
Shield: (1)Give 2 armor to your hero (2) 4 armor (3) and +1 hp to random friendly minion (4) 5 armor and +1 hp to 2 random friendly unit (5) 7 armor and +1 hp to 3 random friendly unit (6) split +5 hp between friendly units, minimum +1hp for each unit if possible (7) split +7hp instead.
Bomb: (1) Deal 1 dmg to random enemy unit (2) 1 dmg to random enemy minion and enemy hero (3) split 2 dmg to enemy minions instead (4) spit 3 dmg (5) incrase dmg applayed to enemy hero by 1 (5) split 5 dmg (6) spleat 6 dmg and deal 4 dmg to enemy hero (7) split 7 dmg and deal 7 dmg to enemy hero.
Coin: (1) reduce cos of random card in deck by 1 (2) 3 random cards (3) and 1 random card in hand (4) and 1 mana this turn (5) and coin to your hand (6) decrase cost of 3 random card in hand by 1 {7) every card in hand has reduced cost by 1 + 5 random cards in deck.
Skull: (1) deal 1 dmg to every unit (2) 2 dmg (3) 2 dmg to minions and to heroes (4) 3 to every unit (5) both players lose mana crystal (6) 5 dmg to every unit (7) 7 dmg to every unit and both players lose 2 mana crystals.
Number 7: (1) + 1/1 for Doctor L7 (2) +2/2 (3) and taunt (4) +4/4 (5) and divine shield (6) and charge (7) +7/7
Potion: (1) swap attack and hp of 1 random minion (2) 2 minions (3) and random friendly minion gain taunt (4) two friendly minion gain taunt (5) and divine shield (6) swap hp and attack of 3 random minion and 3 friendly minion gain taunt and divine shield (7) those 3 friendly minions tho got tuant and divine shield gain also charge.
Devil: (1)(2)(3)Deal 1 dmg for each sign to your hero (4)(5)(6) and to random friendly unit (7)and silence this minion.
Angel: (1)(2)(3) Give +1/1 to a minion in deck - number of icons is a number of buffed units (4)(5)(6) and add +1/1 to minions in your hand (7) and immunity until the end of your next turn.
Blank: it has no effect, but has 10% chance to appear in first roll, 20% in secound, 30% in third etc.
http://imgur.com/a/8H8if
Considered a couple other iterations like bringing the numbers down to have it provide an earlier impact with slightly lesser stats to combat the current extreme aggro that we experience. I decided against this because the value this provides for the deck building trade off I feel is truly justified and could allow some paving for Taunt warrior in future. This should be a deck defining card in that regard and its mana cost and relative and potential power secures that.
Giving one of the most disgusting aggro classes a god tier taunt card is not a good idea.
A Very good idea, great mechanic. But simply to weak to be useful, even an 1 HP/30 HP equalization won't be very impactful. Possibly this could be played offensively, but I doubt it.