Seems a little pointless when you can just run Armagedillo
One can be played on turn 1 and make your turns 2-4 insane, the other can be played only on turn 6 when it's too late to stop aggro/tempo from biting your face off. There's a huge difference between the two.
Not really. If you go first and have Smuggler's Run + 3 other minions, that's +3/+3 total, with only 2 taunts in hand (and one would assume you'll be playing this with lots of taunts in your deck) it's already a +4/+4 with this. If you're going second and have this + 4 taunt minions in hand, that's +8/+8 on turn 1, whereas the best case scenario for Smuggler's Run would be +4/+4.
Where are the taunts though? I haven't seen too many being revealed yet. And the Mechs are not usually Taunt based, so I am confused. I think I am going to make a new thread about this....this set is for Wild. It is so obvious now, and I am not sure how I feel about that.
This card is meh in Standard unless we get a good mid range Taunt minion. So far, nothing comes to mind.
As obnoxious as Quest Warrior was to play against I just hope this card won't signal the comeback of generic 2, 3, 4 mana neutral Taunt minions with overtuned stats/effects (hi@Tar Creeper) or Warrior will devolve into either 45-minute Control borefests or Taunt spam. Please, let Tempo/Enrage Warrior shine just for once!
The difference between 1 mana card and 2 mana, is the difference between a card seeing play and not.
I think the more notable difference is actually the one between buffing a taunt in your hand vs. buffing a taunt on the board. But yeh - the mana cost certainly helps as well.
Sounds like taunt warrior is getting a little too much support... But I guess it's all a move to try to seduce bomb warriors before they ruin all this Singleton decks hype right off the bat.
unfortunately it's still not going to work. If highlander decks are good then Bomb Warrior will come back to change that. They really shouldn't have made the explorers require highlander decks.
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I'm here to kick ass and play cards, and I'm all out of ass.
Here we go again. Next attempt to make Handbuff a viable strategy...
One can be played on turn 1 and make your turns 2-4 insane, the other can be played only on turn 6 when it's too late to stop aggro/tempo from biting your face off. There's a huge difference between the two.
Not really. If you go first and have Smuggler's Run + 3 other minions, that's +3/+3 total, with only 2 taunts in hand (and one would assume you'll be playing this with lots of taunts in your deck) it's already a +4/+4 with this. If you're going second and have this + 4 taunt minions in hand, that's +8/+8 on turn 1, whereas the best case scenario for Smuggler's Run would be +4/+4.
The difference between 1 mana card and 2 mana, is the difference between a card seeing play and not.
this card can be a nice tool for taunt warrior.
Looks like they are really pushing taunt warrior this expansion. This card can make it work.
Meta defining.
But i still don't think that Taunt Warior will be better than T2 in standard.
Where are the taunts though? I haven't seen too many being revealed yet. And the Mechs are not usually Taunt based, so I am confused. I think I am going to make a new thread about this....this set is for Wild. It is so obvious now, and I am not sure how I feel about that.
This card is meh in Standard unless we get a good mid range Taunt minion. So far, nothing comes to mind.
Man, these comments lmao. Have fun playing taunt warrior in standard... without any taunt minions
As obnoxious as Quest Warrior was to play against I just hope this card won't signal the comeback of generic 2, 3, 4 mana neutral Taunt minions with overtuned stats/effects (hi@Tar Creeper) or Warrior will devolve into either 45-minute Control borefests or Taunt spam. Please, let Tempo/Enrage Warrior shine just for once!
I think the more notable difference is actually the one between buffing a taunt in your hand vs. buffing a taunt on the board. But yeh - the mana cost certainly helps as well.
if you got hard into this taunt arche this is good, otherwise its mediocre
unfortunately it's still not going to work. If highlander decks are good then Bomb Warrior will come back to change that. They really shouldn't have made the explorers require highlander decks.
I'm here to kick ass and play cards, and I'm all out of ass.
seems very powerful, shouldve been +1 +1.........saw regis play this deck last night seemed very strong
A strong yet boring effect to support and even more boring variant of Warrior obviously, can really beef up Tomb Warden for sure.