different card for different players. There are positive and negative aspect of playing Renathal, i’m sure you’re aware. Like making deck less consistant in drawing a specific card (like Odyn, Sif, Reno…) and dilute your good cards with some less useful/powerful cards.
The gain of 5 HP is often not worth it, but some classes do not have the possibility to get above 30, and are more vulnerable to OTK. Renathal here can help.
In any case, the good prince in retiring from standard, and in a week from now, we’ll be in a new meta (full of DKs i’m afraid)
you’re a bit overreacting, aren’t you? 5 or 10 HP doesn’t ruin anything. You’re surely aware that warrior can easily go to 50, 60 or more HP with armor right?
No, I am not. Renathal is the card I hate the most of any they have ever printed.
Would you carry a card that says your opponent gets three less mana for the rest of the game if you have forty cards in your deck? Totally fair, right?
I don’t think you should be able to alter health pools in this way. Ever. For any reason. Start of the game effects like this are not productive in the long term.
You’re kidding, right? First, it’s not five, it’s 10 right now. You don’t think 10 HP difference is significant? It’s massive.
You know that power creep everyone is crying about? A big piece of it is that Renathal decks had to be able to lose, so more power was required.
It’s also significantly over used, making the playing experience just suck. It’s a terrible card and I can’t wait to see it go away from standard. Good riddance.
They seriously need to just make a mode for 40 card standard and leave it alone. There are plenty of homebrew heroes that would live there.
Well, not really, it isn’t, when you consider how cheap healing and armor cards are.
8 hp heal costs around 3 mana, which doesn’t mean that 8 hp is worth 3 mana. It’s not. A card is worth around 0,75 mana by itself, so 8 hp is worth less than 3 mana
In overall, 10 hp bonus is worth less than 4 mana
For comparison, Mage gets anywhere from 9 to 30 mana just by using Shaper (3 mana*number of spells in hand) and she can do it twice xD
I hope that the math behind it will make you tilt less when you see Renathal in front of you in the future! Those pesky Rogue players get Rehydrate for 1 mana whenever they want and when they need it the most. Simply using one rehydrate for 1 mana already beats Renathal effect, because at the start of the game you don’t even know if you need the extra 10 hp, but when Rogue uses rehydrate, you bet it’s because she needed it
Dude I’ve gained over 70+ armor playing Reno Warrior, and I still get hit down to like 20+ ish. The damage in the game is insane, 10 hp is nothing in the current meta.
Btw, the legendary I look forward to most is the DK hero, looks like a fun card, gonna try and make anti fatigue/infinite value DK deck with Headless Horseman & Zilliax.
People wailing on Neon without appreciating this part.
Yes, you lose games after getting 70+ armor as Warrior. In March 2024, well after Renathal was printed. Well after the game had to get super-juiced because people were forcing 40-card/health decks.
Blizzard crippled Renathal because he was in like half of decks and Team 5 had to save us from ourselves. Even with all the game-ending power in MotLK (Frost DK, Unholy DK, Undead Shadow Priest, Arcane Spell Hunter, Shockspitter Hunter, Enrage Warrior, all of the nonsense from Year of the Gryphon like UiS Quests and Alterac Hero Cards) people were still forcing Renathal. And even after that he was still in like 35% of decks. He didn’t die until both (a) Triple Blood DK couldn’t discover Vamp Blood or Mograine anymore, and (b) Faithful Companions got nuked and Renothal Hunter couldn’t OTK you anymore.