This card is absolute garbage. It's a 9 mana 3/7 that does nothing when it hits the board. On top of that, it does not even have taunt so your opponent can just ignore it and go lethal. Even if the effect triggers, it will not be as good as the N'zoth effect, as deathrattle cards tend to be a lot more resistant to board clears than taunt cards. Finally, finding a turn just to play this will be extremely difficult. Druids do not have the benefit of many quality board clears like priests do. By the time you reach turn 9 you should be either winning or losing against a aggro deck. A control deck can handle this.
9 mana in Druid can come far sooner than turn 9.
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Life before death. Strength before weakness. Journey before destination.
This card has a messed up design. For a 9 mana card it has to do something now, and this card does NOT do something now. Unfortunately, it might not even do something next turn because the effect is on deathrattle. There's a very real chance the opponent just ignores it and continues killing you, while you are unable to kill it on the following turn.
It needs one of the following:
1. Given taunt itself.
2. Changed from a 3/7 to a 7/3. Giant Anaconda has low health for a reason.
This card is absolute garbage. It's a 9 mana 3/7 that does nothing when it hits the board. On top of that, it does not even have taunt so your opponent can just ignore it and go lethal. Even if the effect triggers, it will not be as good as the N'zoth effect, as deathrattle cards tend to be a lot more resistant to board clears than taunt cards. Finally, finding a turn just to play this will be extremely difficult. Druids do not have the benefit of many quality board clears like priests do. By the time you reach turn 9 you should be either winning or losing against a aggro deck. A control deck can handle this.
9 mana in Druid can come far sooner than turn 9.
True, but if you ramp this out you may not have that many taunt minions that died before hand.
It can bring back taunt that has been transformed using the Choose One mechanic (Druid of the Claw, Torotllan Shellshifter).
I'm pretty damn sure it won't since other mechanics already ingame suggests that it only brings back "natural" taunts. Unless you have an official statement saying otherwise, I'm calling bs.
I don't think that this will work with ancient of war or the bear cub, but the other taunts with choose one (druid of the claw and torotllan shellshifter) should probably work because they don't buff themselves like the ancient of war does, they straight up replace themselves with a completely different card. The taunt cards you get from those guys aren't actually the card you played, but rather a totally different card your shapeshifer brought into the game from outside it, so they do have natural taunt. That's still doesn't mean it's 100% chance for it to pull them back, but I'd expect that they'd have to specifically hard code the interactions between these cards to prevent them from being brought back, not the other way around.
1) Survive to play heavy taunts. 2) Play a ton of heavy taunts. 3) Play this on turn 10 with Naturalize. Hello, nice heavy taunts. 4) Wait till taunts die and play N'Zoth. 5) If Hadronox survive unsilenced for a few turns, kill it again for waaaaay more taunts. 6) What about pandaren-ize N'Zoth? This will be hellish. So good is just a dream...
I'm trying to think of ways to get this off successfully. To do so, you need to be able to afford an awful turn 9, or have another plan in place.
Some people suggested naturalize, and... It might work? If you can get turn 7 curator, 8 drake, turn 9 ironbark protector, turn 10 this guy/naturalize, turn 11 nzoth... That's some insane value right there.
Getting to that point in a game without dying is hard though, and naturalize enables decks you're facing to have some insane combos of their own too. So... I doubt it will be good, but it does sound fun.
I think everyone who is saying "Taunt version of N'Zoth - meta defining" is failing to realize that the effect is a Deathrattle as opposed to Battlecry. If it were Battlecry it'd likely be a meta-defining card, but this thing just feels too easy to counter as a 9-mana minion. With that being said, I think it'll likely still be playable to very good and maybe there'll be some weird NZoth Hadronox taunt/dr hybrid deck, but that might be too greedy.
Also, I wonder if Druid of the Claw works with this since it transforms into an actual Taunt minion. I'm assuming Ancient of War would not.
If this works on Druid of the Claw and Ancient of War than this card is insane. It should since the choose one effect on those cards turns them into a minion with just the text "taunt" on them.
ramp out a couple of those and some Ironbark Protectors and they should be out of hard removal for when you drop this. That deck sounds more fun than the Jade Idol BS
Doesn't matter that it's weak on Turn 9 as Druid gets to Turn 9 before the other classes anyway and will usually have a pretty stable board by then (especially if you're running this in an assumedly taunt heavy deck). Think it's going to be really good in a N'zoth Control Druid, as others have suggested. My baby is back.
It can bring back taunt that has been transformed using the Choose One mechanic (Druid of the Claw, Torotllan Shellshifter).
I'm pretty damn sure it won't since other mechanics already ingame suggests that it only brings back "natural" taunts. Unless you have an official statement saying otherwise, I'm calling bs.
I don't think that this will work with ancient of war or the bear cub, but the other taunts with choose one (druid of the claw and torotllan shellshifter) should probably work because they don't buff themselves like the ancient of war does, they straight up replace themselves with a completely different card. The taunt cards you get from those guys aren't actually the card you played, but rather a totally different card your shapeshifer brought into the game from outside it, so they do have natural taunt. That's still doesn't mean it's 100% chance for it to pull them back, but I'd expect that they'd have to specifically hard code the interactions between these cards to prevent them from being brought back, not the other way around.
Yeah, you're probably right, I didn't think about the fact that the newer choose one's work differently. They should probably be brought back in taunt form.
So it's a deathrattle, so we're speaking of DR Taunt Druid. Chillmaw is a great card and supports both synergies so let's put dragons in there. Hadro is a beast so Menagerie fits there like a fist in a face. Arakkoa is a big taunt so let's throw a C'Thun in the deck, especially as Vek'lor has taunt as well.
So, Taunt Dragon Menagerie C'Thun N'Zoth Ramp Druid. That doesn't seem gimmicky at all.
If this works on Druid of the Claw and Ancient of War than this card is insane. It should since the choose one effect on those cards turns them into a minion with just the text "taunt" on them.
It will work with Druid of the Claw, but not with Ancient of War.
When Ancient of War is revived, it does not come back with taunt - therefore it is not a taunt minion.
Guys with only taunt and death rattle minions in your deck you will be very likely use this without problem and summon bunch of taunt minions Druid also have good spells to maintain board presence.
Tho most of the druid players will prefer to play Jade druid instead of this because it really crush the control decks
I really want Barney the dinosaur to be a viable deck, so my hope is that this is a piece of that puzzle. I wonder how it will interact with Adapt taunts and Ancient of War.
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This card has a messed up design. For a 9 mana card it has to do something now, and this card does NOT do something now. Unfortunately, it might not even do something next turn because the effect is on deathrattle. There's a very real chance the opponent just ignores it and continues killing you, while you are unable to kill it on the following turn.
It needs one of the following:
1. Given taunt itself.
2. Changed from a 3/7 to a 7/3. Giant Anaconda has low health for a reason.
Crazy stupid idea:. Hero card has 'passive: all your minons have taunt.'.
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1) Survive to play heavy taunts.
2) Play a ton of heavy taunts.
3) Play this on turn 10 with Naturalize. Hello, nice heavy taunts.
4) Wait till taunts die and play N'Zoth.
5) If Hadronox survive unsilenced for a few turns, kill it again for waaaaay more taunts.
6) What about pandaren-ize N'Zoth?
This will be hellish. So good is just a dream...
seems sick with n'zoth
I'm trying to think of ways to get this off successfully. To do so, you need to be able to afford an awful turn 9, or have another plan in place.
Some people suggested naturalize, and... It might work? If you can get turn 7 curator, 8 drake, turn 9 ironbark protector, turn 10 this guy/naturalize, turn 11 nzoth... That's some insane value right there.
Getting to that point in a game without dying is hard though, and naturalize enables decks you're facing to have some insane combos of their own too. So... I doubt it will be good, but it does sound fun.
I taste the essence of your- HOOT HOOT.
I think everyone who is saying "Taunt version of N'Zoth - meta defining" is failing to realize that the effect is a Deathrattle as opposed to Battlecry. If it were Battlecry it'd likely be a meta-defining card, but this thing just feels too easy to counter as a 9-mana minion. With that being said, I think it'll likely still be playable to very good and maybe there'll be some weird NZoth Hadronox taunt/dr hybrid deck, but that might be too greedy.
Also, I wonder if Druid of the Claw works with this since it transforms into an actual Taunt minion. I'm assuming Ancient of War would not.
Balancing busted cards version 1.0.
If this works on Druid of the Claw and Ancient of War than this card is insane. It should since the choose one effect on those cards turns them into a minion with just the text "taunt" on them.
ramp out a couple of those and some Ironbark Protectors and they should be out of hard removal for when you drop this. That deck sounds more fun than the Jade Idol BS
If it was battlecry it would be a great card. Maybe if it had taunt itself it might even be decent ish.
Doesn't matter that it's weak on Turn 9 as Druid gets to Turn 9 before the other classes anyway and will usually have a pretty stable board by then (especially if you're running this in an assumedly taunt heavy deck). Think it's going to be really good in a N'zoth Control Druid, as others have suggested. My baby is back.
So it's a deathrattle, so we're speaking of DR Taunt Druid. Chillmaw is a great card and supports both synergies so let's put dragons in there. Hadro is a beast so Menagerie fits there like a fist in a face. Arakkoa is a big taunt so let's throw a C'Thun in the deck, especially as Vek'lor has taunt as well.
So, Taunt Dragon Menagerie C'Thun N'Zoth Ramp Druid. That doesn't seem gimmicky at all.
Guys with only taunt and death rattle minions in your deck you will be very likely use this without problem and summon bunch of taunt minions Druid also have good spells to maintain board presence.
Tho most of the druid players will prefer to play Jade druid instead of this because it really crush the control decks
Too slow, way too slow.
I really want Barney the dinosaur to be a viable deck, so my hope is that this is a piece of that puzzle. I wonder how it will interact with Adapt taunts and Ancient of War.