We've finally got the hero power for The Amazing Reno which is being added to the game later this month with the release of the Galakrond's Awakening Adventure.
Say hello to a Passive Hero Power! Thanks to Hearthstone's Liv for providing the sauce.
Reno is essentially Yogg-Saron, slowly pushing out all those random spells!
The Origins of The Amazing Reno's Power
It's such a weird card, how did we end up here? Well, it turns out this is what Magic Trick was for a while!
Quote From Celestalon Fun fact: That's what the Mage spell "Magic Trick" was, for much of Rise of Shadows' development. It was simply "Make a minion disappear. *Poof!*"
We liked the effect and flavor, it was just too similar to Polymorph. So, we put that idea on hold, until we found this design, and loved it. :D
what cost did you try it at? 5-6 seems ok but powerful I guess
Aye, it would likely have been (5), maybe (6). We redesigned it before the point where we really fine-tune balance, so hard to know for sure.
Learn More About Galakrond's Awakening
We've got a guide up for the new adventure and will be updating it when we learn new information about it and when new cards get revealed - check it out!
Comments
Bow Down Before the God of Jackson
Just to be clear, the battlecry is not simply Twisting Nether, it is better because it won't trigger deathrattles, correct?
Not 100% sure, but I've had sources say that the minions that disappear don't trigger deathrattles, and aren't in the death pool (anti res-priest). They're just... gone :)
I wonder if this gets run in Wild for just the battlecry in the same deck as Jaina...
The hero just killed this card. It had a lot of potential. The is the worst hero power ever as it can make you loose the game. Blizz had no problem giving Hagatha and Rexxar really cool hero powers. Most of Galakrond hero powers are good. But for Mage...I am really starting to believe that the devs have a thing against mage...they really don't like this class..
I mean it happens at the start of your turn. You can react to it using the entire rest of your turn, where your opponent has to prepare for something at the end of their turn. If something wipes the whole board, you have initiative. If something buffs an enemy minion, you can get rid of it before your opponent can do anything about it, but your opponent wont be able to stop your hero power giving you +10 attack or windfury on a random minion you played last turn.
It's generally good, just like yogg saron generally killed everything
Plus do you really expect Reno to know what he's doing? He's only mage because "ooh, shiny glowing thing"
And if you really don't like the card, just don't play it :)
This card alone makes me pre-order the adventure!
I wonder why it is a forced cast.
If the text read:
"Hero Power: Cast a Random Spell" for 0 mana, would this be unbalanced?
At least it gives the player control on when the spell is cast.
I really really really hope we‘ll hear the Headless Horseman‘s way too long laughter every time this hero power activates. Praise Reno.
Praise Reno!
I really dont like the forced randomness... it kills the hype I had for this card would have liked it if it was a choice you could make.
Me neither. I mean if I loose because i miss played I'm not happy. But if I realise that, I can improve and make a better play the next time. Loosing to RNG is the worst for me..... :/ But RNG is loved by the minority I guess. ^^
As I said in the card discussion thread itself a couple days ago - that kind of hero power was to be expected, but exactly that kind of randomness, was what I, personally, don't like in the game.
Old Yogg and his Box are much more reliable than this Reno: one thing is calling upon the RNG gods while desperate, and start from a clean state AFTERWARDS.
Another thing is having that risk much lowered, but persistent THROUGH the game, giving you no certainty each turn.
As someone who has done a lot of work with Monte Carlo simulations (where you generate random random numbers that individually are pretty meaningless but build up to give something statistically meaningful) I am acutely aware of the difference between casting 1 random spell and 10. But if you last 10 turns you should still see the same upside statistically, and over many games the statistics should be quite clear that it is beneficial on average.
Keep in mind the meta is filled with decks at around 55-60% win rate, so individual games are still quite close to a coin flip if you only look at whether you win or lose. Decisions on what decks to play are based on the results over many games, so by the same rationale Reno's hero power being statistically good is probably the more appropriate way to analyse it than turn by turn.
I would play more for the plague of death effect rather than hero power, but it's a control/value card that will get more and more value as long the game goes and maybe cast some miracle healing to save against aggro.
I think it's even better as the minions don't go into the graveyard and hence can't be rezzed.
In wild: Cataclysm next turn
Well, it was a fantastic card at first glance until we see the hero power and realised that this is just more fuel for meme potential.
Still, it offers up something mage never had, a full board clear. Now we just have to figure out whether the dead minions are just discarded (aka never existed), or actually dead and therefore up for res. Judging by quote from celestalon, I'd say its the former. Its good enough to be added into highlander mage, but it will always be THAT card which literally decides who wins based on a coin toss.
Its Reno Jackson. And its the first legendary off the adventure (which I expect to be free for all). Can't say I'm surprised.
No, most likely there will be 4 hero cards for non-Galakrond classe