Blood Warriors [/card] combined with various whirlwind effect cards ([card]Warpath, Blood Razor, Death's Bite) give a quite a bit of reload, especially when coupled with the taunts that discover taunts (Frightened FlunkyStonehill Defender). A single Flunky or Defender can give 5 taunts when combined with 1 Blood Razor (the original, the discovered one, the copies of both of those, and the new discovered one).
Mind Control Tech works well with all of the things that pull minions out of your opponent's deck/hand.
Mulligan for Into the Fray, and any taunt minions. Stolen Goods might be worth keeping too...I'm not sure. It's a lot less value than Into the Fray or Bolster, but it can free you to play your taunts a earlier. Playing a 2/6 Dirty Rat on turn 2 is dangerous, but playing a 5/9 Dirty Rat on turn 3 feels like much less of a gamble.
Normally, taunt warrior plays as a form of control, which makes it weak to combo decks. But with this structure, it can poach the pieces of the combos away.
It needs brawl in case you draw a big minion/s and an easy way to get rid of it so it doesn't sit on the board. Also another way to interfere.. pull big minion and get rid of it.. well hopefully as sometimes brawls don't always go as planned and you have a Ragnaros on the board just waiting to sizzle your face off. It's a good start but needs more removal. Some cards aren't needed and are going to sit dead in your hand. You don't have any removal and just taunts won't keep you alive. You want this to be a control deck so need defensive options in your deck too.
I would remove 1 Battle Rage and both blood warriors as well as 1 Bolster and put in 2 brawls and 2 Shield Slams or 1 Shield Slam and 1 Execute. Bolster isn't that great of a card. Removing both Bolsters and adding in more defensive removal spells will help you survive as you get them to fatigue. You then can easily handle other control decks, aggro, and combos too.
But yeah.. fun idea. I like it. Could possibly prove to be effective. I'm going to try it myself with the substitutions I mentioned.
Thanks for the suggestions. I actually had Brawls in it initially, but found that it was usually a dead card. It's pretty uncommon to lose control of the board because your minions are so large. The taunts make it seem like it should be a control deck, but it usually plays much more like a midrange than a control deck.
This deck is fun while also being fairly competitive. I haven't seen any other decks like it on ladder.
It uses various taunt minions with disruptive mechanics (Dirty Rat, Deathlord, Hecklebot), combined with taunt buffs (Into the Fray, Bolster, and Stolen Goods).
Blood Warriors [/card] combined with various whirlwind effect cards ([card]Warpath, Blood Razor, Death's Bite) give a quite a bit of reload, especially when coupled with the taunts that discover taunts (Frightened FlunkyStonehill Defender). A single Flunky or Defender can give 5 taunts when combined with 1 Blood Razor (the original, the discovered one, the copies of both of those, and the new discovered one).
Mind Control Tech works well with all of the things that pull minions out of your opponent's deck/hand.
Mulligan for Into the Fray, and any taunt minions.
Stolen Goods might be worth keeping too...I'm not sure. It's a lot less value than Into the Fray or Bolster, but it can free you to play your taunts a earlier. Playing a 2/6 Dirty Rat on turn 2 is dangerous, but playing a 5/9 Dirty Rat on turn 3 feels like much less of a gamble.
Oh yeah. Looks nice. Looks annoying AF though if you're playing against it.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017
Yeah, I was thinking about the cycle of how...
Normally, taunt warrior plays as a form of control, which makes it weak to combo decks. But with this structure, it can poach the pieces of the combos away.
It needs brawl in case you draw a big minion/s and an easy way to get rid of it so it doesn't sit on the board. Also another way to interfere.. pull big minion and get rid of it.. well hopefully as sometimes brawls don't always go as planned and you have a Ragnaros on the board just waiting to sizzle your face off.
It's a good start but needs more removal. Some cards aren't needed and are going to sit dead in your hand. You don't have any removal and just taunts won't keep you alive.
You want this to be a control deck so need defensive options in your deck too.
I would remove 1 Battle Rage and both blood warriors as well as 1 Bolster and put in 2 brawls and 2 Shield Slams or 1 Shield Slam and 1 Execute. Bolster isn't that great of a card. Removing both Bolsters and adding in more defensive removal spells will help you survive as you get them to fatigue. You then can easily handle other control decks, aggro, and combos too.
But yeah.. fun idea. I like it. Could possibly prove to be effective. I'm going to try it myself with the substitutions I mentioned.
Thanks for the suggestions. I actually had Brawls in it initially, but found that it was usually a dead card. It's pretty uncommon to lose control of the board because your minions are so large. The taunts make it seem like it should be a control deck, but it usually plays much more like a midrange than a control deck.
You are a man of culture :)
I also build an interference deck like you but with hunter haha, because they got one extra interference in the form of scorpion ;p