HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON
First I was like - meh, who would play this? warrior has better options.... Then I noticied the mech tag... Looks like I'll play MTG arena way more this fall.
A card you never want to put in your Deck, but happy to get it through Omega Assembly. Also a another nerf to the summon/transform into a random 8 Mana minion spot.
Pretty much that. It costs 8 mana. But very good still, it's a mech, has taunt.
A class-specific Stonehill Defender, but which Warrior-specific Taunt minions do we have? Only the new legendary, right? Whatever, the reward for playing many Taunt minions was incredible pressure in the late game via Rag shots so unless they don't introduce something equal I fail to see why you would play Taunt over e.g. Bomb Warrior.
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
A class-specific Stonehill Defender, but which Warrior-specific Taunt minions do we have? Only the new legendary, right? Whatever, the reward for playing many Taunt minions was incredible pressure in the late game via Rag shots so unless they don't introduce something equal I fail to see why you would play Taunt over e.g. Bomb Warrior.
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
This card can be in to control mech warrior and this is scary. Even if it won't be included in the deck, it improves the pool of random mechs. Are there a single bad neutral\warrior mech this expansion?
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
You wouldn't be playing this instead of Bomb Warrior.
You would be playing a Taunt package instead of a Rush package in Control Warrior. I'm not really sure if that's better yet, either. But I think you can start having that conversation.
A class-specific Stonehill Defender, but which Warrior-specific Taunt minions do we have? Only the new legendary, right? Whatever, the reward for playing many Taunt minions was incredible pressure in the late game via Rag shots so unless they don't introduce something equal I fail to see why you would play Taunt over e.g. Bomb Warrior.
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
Because you can build it as a tempo deck. Turn 1 Into the Fray could be a 1 mana Blessing of kings or even better. The new tempo/taunt warrior will have different matchups than the current CW/Bomb warrior.
A class-specific Stonehill Defender, but which Warrior-specific Taunt minions do we have? Only the new legendary, right? Whatever, the reward for playing many Taunt minions was incredible pressure in the late game via Rag shots so unless they don't introduce something equal I fail to see why you would play Taunt over e.g. Bomb Warrior.
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
Because you can build it as a tempo deck. Turn 1 Into the Fray could be a 1 mana Blessing of kings or even better. The new tempo/taunt warrior will have different matchups than the current CW/Bomb warrior.
You have a point there but Tempo Warrior has so many powerful 1-drops, why would you deliberately give up turn 1 - and hold multiple taunt minions - just to pray that you'll regain the lost Tempo afterwards? Tbh, I'd rather play Eternium Rover/Town Crier followed by Frightened Flunky (in case you go for additional value) or Cruel Taskmaster/Amani Berserker (the latter being not that good anymore) to create immediate pressure. And the 3-mana slot doesn't have any viable taunts other than maybe Bronze Gatekeeper, especially some which would be better than e.g. Frothing Berserker or SN1P-SN4P.
I guess Blizzard decided there's a big customer demand for even more 30 minute games against control warrior? Enough of this - take away rush from Mad Genius!
So Blizzard is circulating the mech pool, and I hope they have a card like this properly constrained. Attacking with it off Rush is somewhat discouraged because the damage will be carried over to the copy. They made it a bit pricey at 8 mana, as to not combo with any of the meatier Magnetic minions. But, they also printed a lot of taunt buffage. This card could be dropped late as a pair of 2 9/12 Taunt mechs, possibly even bigger.
A class-specific Stonehill Defender, but which Warrior-specific Taunt minions do we have? Only the new legendary, right? Whatever, the reward for playing many Taunt minions was incredible pressure in the late game via Rag shots so unless they don't introduce something equal I fail to see why you would play Taunt over e.g. Bomb Warrior.
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
Because you can build it as a tempo deck. Turn 1 Into the Fray could be a 1 mana Blessing of kings or even better. The new tempo/taunt warrior will have different matchups than the current CW/Bomb warrior.
You have a point there but Tempo Warrior has so many powerful 1-drops, why would you deliberately give up turn 1 - and hold multiple taunt minions - just to pray that you'll regain the lost Tempo afterwards? Tbh, I'd rather play Eternium Rover/Town Crier followed by Frightened Flunky (in case you go for additional value) or Cruel Taskmaster/Amani Berserker (the latter being not that good anymore) to create immediate pressure. And the 3-mana slot doesn't have any viable taunts other than maybe Bronze Gatekeeper, especially some which would be better than e.g. Frothing Berserker or SN1P-SN4P.
I have a theorycraft deck that uses Into the Fray and doesnt give up Town Crier/Eternium Rover. 6 1-drops seems like a good ratio for a tempo deck. We dont need to go full taunt mode, if the deck has about 50% taunts then the handbuff is good. Its true that there are not that many good 3-drop taunts but lets not forget about Belligerent Gnome which is an excellent 2-drop. I would gladly sacrifice my turn 1 for a 3/6, maybe 4/6 taunt for turn 2.
IMO the biggest reason to build a tempo warrior is Bloodsworn Mercenary because that card is broken as hell. Right now the taunt shell seems like the way to go with this. To say something about Tomb Warden, it seems like a decent endgame card in the deck, that is resilient to single-target removal and most AoE clears.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON HOW LONG CAN THIS GO ON
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
the taunt warrior puzzle is complete now
First I was like - meh, who would play this? warrior has better options.... Then I noticied the mech tag... Looks like I'll play MTG arena way more this fall.
reminds me of the twin emperors, with a little buff this is good to play in itself.
And already very good to get from discover or random effects.
Pretty much that. It costs 8 mana. But very good still, it's a mech, has taunt.
LORD HAVE MERCY ON THIS EXPANSION😳
As I wrote in another thread:
This card doesn't change my mind, I still don't see the need for Taunt Warrior when there is no reward for playing a bunch of taunts. CW can handle aggressive decks with ease and is currently one of the best and most successful decks out there. Bomb Warrior, while being nearly as powerful also counters the Highlander decks if those were about to become relevant. Yeah, it can be discovered by various means but that's it. And if you didn't play Dr. Boom before it doesn't even have immediate impact. So, why would you play Taunt Handbuff Warrior?!
comparable to the Twin Emperors
This card can be in to control mech warrior and this is scary. Even if it won't be included in the deck, it improves the pool of random mechs. Are there a single bad neutral\warrior mech this expansion?
Good card is good. Not sure it's good enough for me to play Taunt instead of Rush in my Control Warrior, but it's making me think about it.
You wouldn't be playing this instead of Bomb Warrior.
You would be playing a Taunt package instead of a Rush package in Control Warrior. I'm not really sure if that's better yet, either. But I think you can start having that conversation.
Because you can build it as a tempo deck. Turn 1 Into the Fray could be a 1 mana Blessing of kings or even better. The new tempo/taunt warrior will have different matchups than the current CW/Bomb warrior.
When you thought the mechs in Goblins vs Gnomes were annoying..
Ya i think u really have to consider a new warrior format now and even at worst it will be inpactful in april when booms gone
You have a point there but Tempo Warrior has so many powerful 1-drops, why would you deliberately give up turn 1 - and hold multiple taunt minions - just to pray that you'll regain the lost Tempo afterwards? Tbh, I'd rather play Eternium Rover/Town Crier followed by Frightened Flunky (in case you go for additional value) or Cruel Taskmaster/Amani Berserker (the latter being not that good anymore) to create immediate pressure. And the 3-mana slot doesn't have any viable taunts other than maybe Bronze Gatekeeper, especially some which would be better than e.g. Frothing Berserker or SN1P-SN4P.
I guess Blizzard decided there's a big customer demand for even more 30 minute games against control warrior? Enough of this - take away rush from Mad Genius!
Good stat value and if hand buff this it will be really strong.
saronite costed 4, this costs twice as much. As a natural inclusion, id never want this. As a card to discover, id take this 9/10 times.
So Blizzard is circulating the mech pool, and I hope they have a card like this properly constrained. Attacking with it off Rush is somewhat discouraged because the damage will be carried over to the copy. They made it a bit pricey at 8 mana, as to not combo with any of the meatier Magnetic minions. But, they also printed a lot of taunt buffage. This card could be dropped late as a pair of 2 9/12 Taunt mechs, possibly even bigger.
Twitch: Pacific_Onion
I have a theorycraft deck that uses Into the Fray and doesnt give up Town Crier/Eternium Rover. 6 1-drops seems like a good ratio for a tempo deck. We dont need to go full taunt mode, if the deck has about 50% taunts then the handbuff is good. Its true that there are not that many good 3-drop taunts but lets not forget about Belligerent Gnome which is an excellent 2-drop. I would gladly sacrifice my turn 1 for a 3/6, maybe 4/6 taunt for turn 2.
IMO the biggest reason to build a tempo warrior is Bloodsworn Mercenary because that card is broken as hell. Right now the taunt shell seems like the way to go with this. To say something about Tomb Warden, it seems like a decent endgame card in the deck, that is resilient to single-target removal and most AoE clears.