= how Tar Creeper should have been designed. This way it's pretty useless for Aggro decks instead of becoming a "tech card" for mirror matches but very much playable for Control/Combo (and to a lesser extent, Mid Range).
This is a very good taunt. And it will definitely fit in a variety of decks. People were asking - where are the taunts - well, here they are.
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
This is a pretty good taunt minion for control decks who will typically not have any other surviving minions on turn 4; and if you do they're probably disposable. It's probably not as good as Tar Creeper though since most classes have pretty good alternative plays on 4 mana, with more of a hole on 3. Slower shamans have the biggest lack of good turn 4 plays I think, but the effect is awkward with his hero power.
This is actually pretty good for the decks it's intended for (slower decks, towards the slow end of value into control) - the condition isn't going to be hard to meet for those decks against more aggressive decks, and as such it's often going to be a 4/6 taunt for 4 when you're playing it as intended (which is almost 5 mana stats - given that people have been pretty happy to play cards like 4/7 taunt for 5, as well as things like 4/6 faerie shroud for 5).
The best part is that if you do end up needing to play a second minion for whatever reason, 2/6 isn't even that woeful. It's not great, sure, but it's not like it's a Mogushan Warden or anything. Ideally you'd also have already gotten a hit out of the 4 attack before playing the second minion.