Cards that carry team compositions is what I'd be worried about, if it goes all the way down to zero. Reno's hero power cost should be lowered - agree - but going to 0 means that reno loses NO tempo for making a golden - which should be an investment. What I'd be most scared of early on would be a quick Soul Juggler or Pack Leader. It would also allow reno to spike ridiculously mid-game after finding a card like Baron Rivendare. I'm personally for reducing it to 3 or 2, but definitely not 0.
i think they should make it 3 mana but that card should return to your hand(battlecries)
and heropower should refresh if you sell the minion you used it on
Issue with returning the card to your hand would be that once you played it, you would get the gold bonus (an extra minion from your tavern tier +1), not just a battlecry. Then it would be 3 mana for a better version of Elise's hero power.
Cards that carry team compositions is what I'd be worried about, if it goes all the way down to zero. Reno's hero power cost should be lowered - agree - but going to 0 means that reno loses NO tempo for making a golden - which should be an investment. What I'd be most scared of early on would be a quick Soul Juggler or Pack Leader. It would also allow reno to spike ridiculously mid-game after finding a card like Baron Rivendare. I'm personally for reducing it to 3 or 2, but definitely not 0.
Speaking of which, what minion is the best target of the hero power?
Cards that carry team compositions is what I'd be worried about, if it goes all the way down to zero. Reno's hero power cost should be lowered - agree - but going to 0 means that reno loses NO tempo for making a golden - which should be an investment. What I'd be most scared of early on would be a quick Soul Juggler or Pack Leader. It would also allow reno to spike ridiculously mid-game after finding a card like Baron Rivendare. I'm personally for reducing it to 3 or 2, but definitely not 0.
Speaking of which, what minion is the best target of the hero power?
I've had juggler success, as well as the overkill dragon. Razorgore for lategame as well. Maybe Hangry, as that card overperforms? Togwaggle for snowbally?
The first time I played Reno I held in long enough to pick up a Bran, and then after that point I easily ran away with the game with a Murloc build.
I've not had that success again though, (although I came close when tripling a mama bear) but he has extremely highroll potential if you hold out long enough to pick up the right card.
I think 4 gold is fine. It costs 6 gold for the other two cards for a triple anyway, not including the gold costs for the rolls to get there, so it seems pretty fair, even despite not getting the discover from tripling.
To illustrate my point another way, he is definitely stronger than some of the other heros, and despite having a weaker early game, he has the potential for a very strong late game.
It doesn't mean that heroes that can only activate their hero power once are bad, just look at A. F. Kay, Alexstrasza and Patchwerk. Maybe Patchwerk is a bad thing but not as much as Millhouse Manastorm.
You figure it is already saving you 2 gold since you are getting two units for 4. That being said it is a bit difficult to time. I would be in favor of dropping it to 3 mana but you really cannot overlook how powerful getting a golden baron so soon is.
I would vote that the hero power as it stands is fine. Making it cheaper, means you will use it sooner and breeze through the midgame. Try it on Juggler next time. Making it unlimited uses is bananas. Think about late game when you are rolling 10 times to get the only triple that fits your board and replace that with - Get the triple to get stronger every turn.
Sometimes you get stomped in the early and midgame and it you don't get Brann or Baron online in time. Sometimes you have a strong board, triple into Lightfang and have a solid chance at winning. No hero should have a hero power that has a suffix of - and you win the game.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
As it stands right now, Reno’s hero power is extremly weak
Mainly because you can only use it once per game which is an extreme hadicap in itself , why even make it cost 4 gold?
I recon even at zero gold , people will struggle to get reno ahead.
What are they afraid of? You rushing out a tripled wraith weaver? Or rat pack?
Cards that carry team compositions is what I'd be worried about, if it goes all the way down to zero. Reno's hero power cost should be lowered - agree - but going to 0 means that reno loses NO tempo for making a golden - which should be an investment. What I'd be most scared of early on would be a quick Soul Juggler or Pack Leader. It would also allow reno to spike ridiculously mid-game after finding a card like Baron Rivendare. I'm personally for reducing it to 3 or 2, but definitely not 0.
www.twitch.tv/mistermath314
Check out some of my decks:
Bump it to 5 and remove the use limitation on it.
i think they should make it 3 mana but that card should return to your hand(battlecries)
and heropower should refresh if you sell the minion you used it on
So far with Reno I've taken first and second place. Pretty good imo.
What about this compromise: 4 gold but you can target tavern minions too?
Mimsy Were The Borogoves
Issue with returning the card to your hand would be that once you played it, you would get the gold bonus (an extra minion from your tavern tier +1), not just a battlecry. Then it would be 3 mana for a better version of Elise's hero power.
www.twitch.tv/mistermath314
Check out some of my decks:
Speaking of which, what minion is the best target of the hero power?
Early game it might be Soul Juggler and late game it might be Baron Rivendare? Any other suggestios?
I've had juggler success, as well as the overkill dragon. Razorgore for lategame as well. Maybe Hangry, as that card overperforms? Togwaggle for snowbally?
Bran, mama bear, goldrin, kalecgos, lightfang, razorgore, ghastcoiler, kanggor’s apprentice, imp mama...
Brann is the best target for it
I think they can make it multiples uses, but increase the Hero Power cost each time it's used. So something like 3,4,5,etc.
If you hit a lightfang, brann or Baron early you just win, otherwise you lose and do not even make it to the top 4.
So i'd like to see the hp at 3 or 2 mana, but it's fine to have it once per game. Otherwise it would be broken pretty easily.
Always expect the unexpectable!
Believe or not Rat is also a fine target. early gold rat = win early game, then chain level to 6.
It should cost 3 so it's the price of buying a minion.
It would be too OP at that point. There is a fine line in battle grounds from making a hero power from playable to OP like Tirion's ability.
The first time I played Reno I held in long enough to pick up a Bran, and then after that point I easily ran away with the game with a Murloc build.
I've not had that success again though, (although I came close when tripling a mama bear) but he has extremely highroll potential if you hold out long enough to pick up the right card.
I think 4 gold is fine. It costs 6 gold for the other two cards for a triple anyway, not including the gold costs for the rolls to get there, so it seems pretty fair, even despite not getting the discover from tripling.
To illustrate my point another way, he is definitely stronger than some of the other heros, and despite having a weaker early game, he has the potential for a very strong late game.
It's a joke right?
It doesn't mean that heroes that can only activate their hero power once are bad, just look at A. F. Kay, Alexstrasza and Patchwerk. Maybe Patchwerk is a bad thing but not as much as Millhouse Manastorm.
You figure it is already saving you 2 gold since you are getting two units for 4. That being said it is a bit difficult to time. I would be in favor of dropping it to 3 mana but you really cannot overlook how powerful getting a golden baron so soon is.
I would vote that the hero power as it stands is fine. Making it cheaper, means you will use it sooner and breeze through the midgame. Try it on Juggler next time. Making it unlimited uses is bananas. Think about late game when you are rolling 10 times to get the only triple that fits your board and replace that with - Get the triple to get stronger every turn.
Sometimes you get stomped in the early and midgame and it you don't get Brann or Baron online in time. Sometimes you have a strong board, triple into Lightfang and have a solid chance at winning. No hero should have a hero power that has a suffix of - and you win the game.