The important thing is, whether you can effort to have dupes in your deck or not and how much it affects your chance to trigger the effect as the whole deck is build around this card.
Because it means the same for the match result whether you can't draw Reno or you let it stay in your hand as a dead card. The Reno strategy doesn't work and you have to go plan B, then you're playing an inferior deck built within additional confinement.
I found it very important to point out the requirement of having Reno, because the graph suggests a misleading conclusion without this consideration. The graph shows that, if you run 2 pairs, you need 16 cards undrawn to have 50% certainty to make Reno's battlecry activable. But the truth is, if you want 50% certainty that you can actually throw Reno onto board to regain full health, you can only have 11 cards undrawn. There's a difference of 5 cards, and that's a whole lot of difference.
It's only in aggro/midrange matchups that the Reno has the most value, in which cases the games shut down fast. In control matchups except against Freeze Mage, you line up with your opponent's deck, and then Reno is merely a Healbot with a better body. So you generally want Reno available soon.
So I gauge that including 2 pairs of cards halve the value obtained from including Reno in deck. A normal deck runs 10~12 pairs of cards, I don't see the point of cutting down by 8 and stopping at 2, only to get a half of what you sacrifice for.
I took drawing Reno into consideration. Common sense tells that you have 50% chance to draw Reno, and half of the time you cannot use him because either pair has a 25% chance to fail you. So 25%+ is proper.
I did a rough calculation, if you have 2 pairs of cards, there is only a 27% chance to trigger Reno combo with 15 cards undrawn, halving the value of Reno. You need to draw 4 more cards to get the 50% probability again.
Or you can think of it in another way: if you have 1 pair of cards, then Reno's battlecry becomes a 2-card combo. If you have 2 pairs, then it's a 3-pieces combo.
Highlander decks will work, but I wonder if reno won't do well for cycle decks as well. Cycle rogue for example, might become a thing. You set it up and you can cycle your deck by 9/10 and perhaps gang up reno. There will be a skill requirement (read: pen&paper) for those though, but that's cool.
I was actually wondering if there's mathematical function that can be fit to calculate the chance of Reno healing. Variables would be: [30] - constant deck size [0-14] - number of duplicates (Reno can't be duplicated so you cant have 15 dupes) [1-30] - number of cards drawn so far
I think Multivariate hypergeometric distribution portrays that correctly right?
Precisely, it is just some basic combinatorics, although the mulligans are a huge factor, that right know I can't be bothered to calculate (if it is even possible), I only know that the less duplicates you have in the deck, the bigger role they play. I am PRETTY sure that with the mulligans as a factor, you can safely run 2-3 (even 4) dupes. Right now I am running CW with double Axe, Bite, Slam, Execute, Armorsmith (which would be the first to go) and so far Reno is still working. I have no idea why is all the fuss about "unreliabilty" with a small number of duplicates.
Anyway, only time and, more importantly, mathematics will tell. :)
The first thing I thought of was control paladin, an archetype that tends to run a crazy number of one-ofs to begin with. I threw this together quickly, but I think it actually looks semi-viable:
I was trying a similar Paladin deck, and I found Enter the Coliseum seldom work, so I replaced it with Avenging Wrath. I ran similar Legendaries as you do, with an addition of Eadric.
The only inferior matchup I had was against Dragon Priest, due to a lack of coming back mechanism. Seems like an easy and fun way to make go-to-5 decks.
I'm obsessed with the conception of Reno decks. The idea behind is simple, you put Reno Jackson and 29 single cards into your deck. So you can trigger Reno's battlecry unconditionally. Let me do some naive calculations. In aggro matchups, you averagely have a chance to draw 12 cards before your opponent kills you. So if you mulligan for Reno, then there's about 50% chance you can drop Reno in time. And if you drop Reno in time, then it's almost a guaranteed win versus aggro, because aggro decks are not equipped the tool to deal with the additional 20+ health. Let's assume your deck have a 30% chance against aggro without Reno, then you get 65% chance overall.
The upside of Reno deck is that, you get inherent advantage over aggro. Even if you build a deck that can hardly win over aggro without Reno, they are not unfavored matchups. So you can build greedy decks with other matchups in mind. But there're downsides, that you can't have 2 copies of the most OP cards, and your deck will have less synergy. Since if you run 2 copies of 2 cards, then there is 4 times the chance that you can trigger the 2-card combo if you only run 1 copy of them.
Then comes the question: can Reno decks afford to run 2 copies of any card? I don't think so. For every 2 copies of a card included, there's a 25% chance that both of them will sit in the bottom half of the deck, hindering your Reno from saving you. And if you run a normal deck with so many 2-ofs, then on average you can play Reno when there's about 6 cards undrawn, not much point unless you use it in fatigue to postpone your death by 2 or 3 turns.
The next question is that how much of a downside it is to put 30 single cards into the deck. Considering the strength of single cards alone, you can't run 2 Shredders and 2 Scientists, but there're substitutes like Mech-Yeti, Senjin, Kirin'Tor or Wild Pyromancer, many cards that are decent themselves but just not the 1st picks. Although they're weaker, they themselves seldom lose you the game. And Reno can help you to regain lost tempo, so that's not that bad. As for the synergies, you cannot run 2 copies of Giants and Sunfury/Argus anymore, so no point to make a Reno-Handlock imo, a Reno deck cannot be built around strategies like this. Then probably a Reno deck should be built to emphasize single card strength. Probably as a control deck, try to stall into the late game and throw out late game threats to overwhelm your opponent.
I first tried to build a Reno Hunter. Because I've been playing a L&L Hunter this month, and the deck runs many single cards. So it felt easier for me to build a single-card Hunter. But in retrospect, this may not be a good deck, maybe not a good idea to hybrid Reno with L&L synergy.
Then I tried a Reno Fatigue Priest. I like the deck better. I believe it will work and can only imagine Combo Druid and Control Paladin as its bad matchup. There are still a few cards that I want to include, but not sure which card to switch out, need to be tested.
I believe Mage also have potential for a successful Reno deck. Jaina has so many good tools. I'm just not good at Mage to make a deck. And Reno synergies with Weapon Classes, since you can get more value out of him. I really think a Reno Hunter can be viable, though not of my build. And possibly a Reno Paladin?
What do you think? Do you have any Reno deck in mind?
I took drawing Reno into consideration. Common sense tells that you have 50% chance to draw Reno, and half of the time you cannot use him because either pair has a 25% chance to fail you. So 25%+ is proper.
I did a rough calculation, if you have 2 pairs of cards, there is only a 27% chance to trigger Reno combo with 15 cards undrawn, halving the value of Reno. You need to draw 4 more cards to get the 50% probability again.
Or you can think of it in another way: if you have 1 pair of cards, then Reno's battlecry becomes a 2-card combo. If you have 2 pairs, then it's a 3-pieces combo.
I'm obsessed with the conception of Reno decks. The idea behind is simple, you put Reno Jackson and 29 single cards into your deck. So you can trigger Reno's battlecry unconditionally. Let me do some naive calculations. In aggro matchups, you averagely have a chance to draw 12 cards before your opponent kills you. So if you mulligan for Reno, then there's about 50% chance you can drop Reno in time. And if you drop Reno in time, then it's almost a guaranteed win versus aggro, because aggro decks are not equipped the tool to deal with the additional 20+ health. Let's assume your deck have a 30% chance against aggro without Reno, then you get 65% chance overall.
The upside of Reno deck is that, you get inherent advantage over aggro. Even if you build a deck that can hardly win over aggro without Reno, they are not unfavored matchups. So you can build greedy decks with other matchups in mind. But there're downsides, that you can't have 2 copies of the most OP cards, and your deck will have less synergy. Since if you run 2 copies of 2 cards, then there is 4 times the chance that you can trigger the 2-card combo if you only run 1 copy of them.
Then comes the question: can Reno decks afford to run 2 copies of any card? I don't think so. For every 2 copies of a card included, there's a 25% chance that both of them will sit in the bottom half of the deck, hindering your Reno from saving you. And if you run a normal deck with so many 2-ofs, then on average you can play Reno when there's about 6 cards undrawn, not much point unless you use it in fatigue to postpone your death by 2 or 3 turns.
The next question is that how much of a downside it is to put 30 single cards into the deck. Considering the strength of single cards alone, you can't run 2 Shredders and 2 Scientists, but there're substitutes like Mech-Yeti, Senjin, Kirin'Tor or Wild Pyromancer, many cards that are decent themselves but just not the 1st picks. Although they're weaker, they themselves seldom lose you the game. And Reno can help you to regain lost tempo, so that's not that bad. As for the synergies, you cannot run 2 copies of Giants and Sunfury/Argus anymore, so no point to make a Reno-Handlock imo, a Reno deck cannot be built around strategies like this. Then probably a Reno deck should be built to emphasize single card strength. Probably as a control deck, try to stall into the late game and throw out late game threats to overwhelm your opponent.
I first tried to build a Reno Hunter. Because I've been playing a L&L Hunter this month, and the deck runs many single cards. So it felt easier for me to build a single-card Hunter. But in retrospect, this may not be a good deck, maybe not a good idea to hybrid Reno with L&L synergy.
Then I tried a Reno Fatigue Priest. I like the deck better. I believe it will work and can only imagine Combo Druid and Control Paladin as its bad matchup. There are still a few cards that I want to include, but not sure which card to switch out, need to be tested.
I believe Mage also have potential for a successful Reno deck. Jaina has so many good tools. I'm just not good at Mage to make a deck. And Reno synergies with Weapon Classes, since you can get more value out of him. I really think a Reno Hunter can be viable, though not of my build. And possibly a Reno Paladin?
What do you think? Do you have any Reno deck in mind?