Those who compare this card with Eadric might not realize that Eadric's ability only affects minions' attack, but this time, Tarim's ability also affects health as well. It means that, if you already have a board, you can literally trade your opponent board one by one and gain board control plus 3/7 with Taunt.
I initially missed the taunt keyword and thought it's a bad card, but having taunt majes this card much better would be even better if paladin had 4 mana do 3 dmg to everything.. but this is fine against some boards.
So heres the big thing about this card I don't see a lot of people talking about: It has 7 Health
This is a small detail that makes a huge difference. With 7 health, it trades into and kills 3 of your opponents 3/3 transformed minions, and has Taunt to keep you alive. People are complaining about it not having good consecration synergy, but it in itself is a big board clear. And if they do waste hard removal or damage on it, that's less damage going to your face and less removal for your other gigantic (maybe Dinosized) minions to wreak havoc. All in all, playable card, if not amazing or creative.
I think a zoo paladin could work. or perhaps you build up your hand with a goons deck, drop this, and then have a follow with big buffed minions...maybe buff up some one drops and follow up with those...?
Reason Eadric never see play bacause he too expensive but only neutralize board not remove. You can set all enemy at 1 atk but it still 7 dmg every turn and 1/10 is not easy to deal but this card have taunt and 7 hp so in best situation it can remove 3 minions
I think people are reviewing this as bad because they are looking at it from a control deck perspective. This is pretty terrible in control but absolutely fantastic as a top end card in an aggressive paladin list since your likely to have a board of a bunch of little crap by turn 6. Imagine having a board of 1 drops and the opponent plays a taunt like Ancient of War. Just drop Tarim and suddenly youve buffed your entire board and reduced their 5/10 to a 3/3. Easy gg.
Using the optimal situation for a card to showcase its potential irrefutably just shows how bad the card really is.
as everyone is saying good jade counter, thought it is probably a little weak to zoo or possibly aggro and while aggro may not be a big oppresive force, zoo will almost certainly become good again, just because if they want to slow down the meta, and they seem too, then the little bit of edge aggro decks have over zoo will fall apart, and zoo looks like it has a lot of value possibility to transistion even better into midgame so I predict this will see play, but it won't be auto include.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
Unless Zoo gets a lot, it will be bad. It is losing a lot in Imp Gang Boss, Dark Peddler, Power Overwhelming and I think I am forgetting another thing.
I like this card because it requires some thinking to best use it.
As it is used in your turn, assuming you have some board you can make any favorable trading like killing small creatures with your bigger ones and then change everything into 3/3 and kill your enemy (ex) big ones with your smaller.
I don't know how effective it will be without a Muster for Battle, but I like that is a card that promotes thinking instead of faith in the RNG god.
Meh... it feels like they're saying "Control Pally will be your non-aggro savior against jade decks!" and I'm just sitting here thinking "Control versus jade? Yeah..."
Rollback Post to RevisionRollBack
Building Quirky Decks Every Week, Loving Life at Rank 15!
I think people are reviewing this as bad because they are looking at it from a control deck perspective. This is pretty terrible in control but absolutely fantastic as a top end card in an aggressive paladin list since your likely to have a board of a bunch of little crap by turn 6. Imagine having a board of 1 drops and the opponent plays a taunt like Ancient of War. Just drop Tarim and suddenly youve buffed your entire board and reduced their 5/10 to a 3/3. Easy gg.
Using the optimal situation for a card to showcase its potential irrefutably just shows how bad the card really is.
The example i stated would be a fairly common outcome. maybe not with Ancient of War specifically, but if you've ever played aggro pally, its really easy to 2 or 3 1 or 2 drops on the board by turn 6. Even if Tarim hits nothing on the opponents board, its still a better statted quartermaster. Its only bad when you're really far behind on board.
I don't think it is proper to use this card as AoE board clear or to buff/debuff multiple minions, it might be best used in the cases when you try to debuff 1-2 of the big enemy minions or buff 1-2 of your small minions on turn 6-7 instead.
Overall, this card is like a 6 mana 4/7 Taunt with Keeper of Uldaman effect.
I think a lot of people here are ignoring key parts about this card. This guy is a 6-mana taunt, which is a fairly rare thing, that does something pretty significant. For Paladin, it could mean Grimestreet Protector could get value, though realistically speaking, there's just not enough for that card to work just yet. Still, if pulled off, that "combo" could be situationally pretty insane.
Keeper of Uldaman was a good card despite being understated, because for 4 mana, it set a minion in exact range to kill it and survive. Of course, that doesn't mean it always lives or the minion it targeted always dies, but it's certainly a powerful card in the right context. This is somewhat similar. In a meta where the decks that are often hitting their optimal speed in terms of threats and capability of winning, like one filled with Jades, this card lets you significantly slow a heavy board down.
And so what if it buffs some small enemies up a little? 3/3 isn't so bad. I've cleared a board of Rafaam mummies (or something equivalent) using Consecration and Pyromancer more times than I can remember. You have to remember what Paladins always pumped out a ton of and what was a regular target of Keeper of Uldaman: the Silver Hand Recruit. Your opponent's 1/1 Totem got buffed into a 3/3? So did your Recruit.
Who's to say if this card would work out in the next meta--Paladin would have to get a lot of great stuff for a slower deck that this could fit in to truly work. But I think that this, and Quests, is a great sign of Blizzard finally trying to slow down the meta. Hey, Tar Creeper seems pretty playable, and it's a huge sign that Blizzard wants to help out defensive decks, too.
Overall, I don't think this card alone is meta-defining. But with the right additions to Paladin alongside it over the next year, I think Control Paladin could finally be a thing again--something that was barely struggling to be a thing since Vanilla, and was swept under the rug after Naxx and GvG. For the Silver Hand!
stat-wise: 3/7 Taunt is bad. Look at Ancient of Blossoms. If you think this can make some good trade, think again in light of the spells we have now.
attack-wise: only good when you have a board of small minions which are less than 3/3 (which is doubtful that those small minions can survive up to turn six), bad for hand-buffed minions on board as the effects are wasted I believe. Only useful when u have some 1-drop which are not buffed. Neither is this really helpful to finja murloc decks. This will only see some play if the new sets provide more tools for paladin to summon small minions quickly.
defensive-wise: turning opponent's minions into three-health is obviously against Consecration. It's a board clear ONLY when u have equal amount of minions against ur opponent so that you can trade. Besides even if u use it against jade, they will just keep damn growing.
overall: paladin's biggest problem is weak early game with poor tempo play. As with Dinosize, it seems that mid/late game stat-manipulation is the theme of paladin in the new set, which simply and heavily loses to Pirates (which doesnt care what happens after turn 5/6), control decks (3-damage AOE is not uncommon for other classes) and Jade (which just goes on and on and on).
Rollback Post to RevisionRollBack
"What is the most OP card in hearthstone?"
"Credit Card."
To post a comment, please login or register a new account.
Those who compare this card with Eadric might not realize that Eadric's ability only affects minions' attack, but this time, Tarim's ability also affects health as well. It means that, if you already have a board, you can literally trade your opponent board one by one and gain board control plus 3/7 with Taunt.
I initially missed the taunt keyword and thought it's a bad card, but having taunt majes this card much better would be even better if paladin had 4 mana do 3 dmg to everything.. but this is fine against some boards.
He doesn't warrant the elemental tag? He looks pretty elemental if you ask me.......
When life gives you lemons, trade'em for limes and get some Coronas!
So heres the big thing about this card I don't see a lot of people talking about: It has 7 Health
This is a small detail that makes a huge difference. With 7 health, it trades into and kills 3 of your opponents 3/3 transformed minions, and has Taunt to keep you alive. People are complaining about it not having good consecration synergy, but it in itself is a big board clear. And if they do waste hard removal or damage on it, that's less damage going to your face and less removal for your other gigantic (maybe Dinosized) minions to wreak havoc. All in all, playable card, if not amazing or creative.
To Arms Men!
Eadric the pure = Sunkpeeker Tarim (Worsened)
I think a zoo paladin could work. or perhaps you build up your hand with a goons deck, drop this, and then have a follow with big buffed minions...maybe buff up some one drops and follow up with those...?
Creative : 4/10 Keeper of Uldaman + Eadric + Taunt *sigh*
Strong/viable : 8/10
Reason Eadric never see play bacause he too expensive but only neutralize board not remove. You can set all enemy at 1 atk but it still 7 dmg every turn and 1/10 is not easy to deal but this card have taunt and 7 hp so in best situation it can remove 3 minions
as everyone is saying good jade counter, thought it is probably a little weak to zoo or possibly aggro and while aggro may not be a big oppresive force, zoo will almost certainly become good again, just because if they want to slow down the meta, and they seem too, then the little bit of edge aggro decks have over zoo will fall apart, and zoo looks like it has a lot of value possibility to transistion even better into midgame so I predict this will see play, but it won't be auto include.
Just fill your deck with one drops, that is creative deck design, right?
Unless Zoo gets a lot, it will be bad. It is losing a lot in Imp Gang Boss, Dark Peddler, Power Overwhelming and I think I am forgetting another thing.
I like this card because it requires some thinking to best use it.
As it is used in your turn, assuming you have some board you can make any favorable trading like killing small creatures with your bigger ones and then change everything into 3/3 and kill your enemy (ex) big ones with your smaller.
I don't know how effective it will be without a Muster for Battle, but I like that is a card that promotes thinking instead of faith in the RNG god.
Meh... it feels like they're saying "Control Pally will be your non-aggro savior against jade decks!" and I'm just sitting here thinking "Control versus jade? Yeah..."
Building Quirky Decks Every Week, Loving Life at Rank 15!
All of these complaints about creativity are obnoxious.
I'll take a solid card that requires a bit of skill AND doesn't break the game over "creative" any day.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
The example i stated would be a fairly common outcome. maybe not with Ancient of War specifically, but if you've ever played aggro pally, its really easy to 2 or 3 1 or 2 drops on the board by turn 6. Even if Tarim hits nothing on the opponents board, its still a better statted quartermaster. Its only bad when you're really far behind on board.
I don't think it is proper to use this card as AoE board clear or to buff/debuff multiple minions, it might be best used in the cases when you try to debuff 1-2 of the big enemy minions or buff 1-2 of your small minions on turn 6-7 instead.
Overall, this card is like a 6 mana 4/7 Taunt with Keeper of Uldaman effect.
Flexible card. Come at me Jade golems!
I think a lot of people here are ignoring key parts about this card. This guy is a 6-mana taunt, which is a fairly rare thing, that does something pretty significant. For Paladin, it could mean Grimestreet Protector could get value, though realistically speaking, there's just not enough for that card to work just yet. Still, if pulled off, that "combo" could be situationally pretty insane.
Keeper of Uldaman was a good card despite being understated, because for 4 mana, it set a minion in exact range to kill it and survive. Of course, that doesn't mean it always lives or the minion it targeted always dies, but it's certainly a powerful card in the right context. This is somewhat similar. In a meta where the decks that are often hitting their optimal speed in terms of threats and capability of winning, like one filled with Jades, this card lets you significantly slow a heavy board down.
And so what if it buffs some small enemies up a little? 3/3 isn't so bad. I've cleared a board of Rafaam mummies (or something equivalent) using Consecration and Pyromancer more times than I can remember. You have to remember what Paladins always pumped out a ton of and what was a regular target of Keeper of Uldaman: the Silver Hand Recruit. Your opponent's 1/1 Totem got buffed into a 3/3? So did your Recruit.
Who's to say if this card would work out in the next meta--Paladin would have to get a lot of great stuff for a slower deck that this could fit in to truly work. But I think that this, and Quests, is a great sign of Blizzard finally trying to slow down the meta. Hey, Tar Creeper seems pretty playable, and it's a huge sign that Blizzard wants to help out defensive decks, too.
Overall, I don't think this card alone is meta-defining. But with the right additions to Paladin alongside it over the next year, I think Control Paladin could finally be a thing again--something that was barely struggling to be a thing since Vanilla, and was swept under the rug after Naxx and GvG. For the Silver Hand!
This is great if paladin is given some way to develop a board t1-5. It also works with murloc spam, since the auras go on top of the 3/3 reset.
unless paladin gets an attractive early game, however, this card is stuck in purgatory.
stat-wise: 3/7 Taunt is bad. Look at Ancient of Blossoms. If you think this can make some good trade, think again in light of the spells we have now.
attack-wise: only good when you have a board of small minions which are less than 3/3 (which is doubtful that those small minions can survive up to turn six), bad for hand-buffed minions on board as the effects are wasted I believe. Only useful when u have some 1-drop which are not buffed. Neither is this really helpful to finja murloc decks. This will only see some play if the new sets provide more tools for paladin to summon small minions quickly.
defensive-wise: turning opponent's minions into three-health is obviously against Consecration. It's a board clear ONLY when u have equal amount of minions against ur opponent so that you can trade. Besides even if u use it against jade, they will just keep damn growing.
overall: paladin's biggest problem is weak early game with poor tempo play. As with Dinosize, it seems that mid/late game stat-manipulation is the theme of paladin in the new set, which simply and heavily loses to Pirates (which doesnt care what happens after turn 5/6), control decks (3-damage AOE is not uncommon for other classes) and Jade (which just goes on and on and on).
"What is the most OP card in hearthstone?"
"Credit Card."