Both are really good cards imo. Tar creeper comes down a turn earlier than chain gang but chain gang has the ability to absorb more damage since your opponent will have to split damage between 2 bodies. This makes overkilling a minion and waste of damage more likely versus aggro decks.
Edit: chain gang also has more base health and gains more value from buffs.
Tar Creeper over Saronite Chain Gang for me. Sure, you could use late-game chain gang to get four taunts, but it's not going to help if you're already in a defensive position with low health. However, two Creepers in your deck (or even one) can create some great early-game offensive opportunities, or mid-to-late-game defensive option while you plan out your next move. I've been using it in most of my decks since the card was released.
One of the few places I'd recommend running a chain gang duo is in a Paladin deck, especially with some of the new buff cards such as Arena Fanatic. But then again, that depends on what your endgame goal is.
Chain gang. Drop it to protect a dangerous minion, and your opponent requires an AOE or two removals/silences to get to it. It's often a match winning play. Plus saronite can actually inflict a little damage on offense even without a buff. Good minion on an empty board with follow up fungalmancer, just so flexible.
Id say Tar Creeper. As other said, the fact that it can come turn earlier is a big deal. Chances are your opponent doesnt have a board to deal with it yet, or has to run everything into it - which is what you are hoping for anyway. Also the 3 attack over 2 attack is significant. Obviously it is more weak to a single target removal, but even that might be an upside in some situations. On curve, it can take your opponents entire turn (=wont develop board further) or it can even eat a burn spell that would go in your face otherwise (and probably takes a better part of your opponents turn still).
Tar creeper. Not only does it show up a turn earlier, but the 3 attack makes it extremely valuable against for example the 3/3 wolves from an Emerald Spellstone.
Tar Creeper for sure. Most of the times opponent has to go everything on it to remove it or waste a spell removal on it, which gives best value this way for a 3 mana cost card.
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Tar Creeper isn't always the best choice though. Yes, he stalls better and faster, but on the other hand, he doesn't help in regaining Tempo.
Against Aggro this is a non-issue as your goal is to stall the game. Thus it's ok if you can't pick off minion right away. Just slow them down enough until they lose steam and you gain your board clears.
Against Tempo or if your deck isn't equipped with good ways to remove minions, Tar Creeper doesn't let you regain the board as you can't use him well on you next turn. He's also more vulnerable to things like Silence as he's one body. Tempo is willing to wait out a Tar Creeper until they can remove it easily or overwhelm it. In that case Chain Gangs can wipe out 4 health of minions from the board or swallow a silence and keep taunting.
So if your deck can remove minions just fine and just need to stall the game or keep you alive Tar Creeper is best.
If your deck isn't as equipped to remove minions and can get overwhelmed easily from decks that snowball Chain gang might do better for you.
And, of course, the legendary answer: Why not both?
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One does not simply walk into Mordor,
unless they want to be the best they can be.
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which is better as a taunt minion that helps you stay alive (not as a minion that helps you flood the board)
tar creeper since you can block early agression such as fledgling
Both are really good cards imo. Tar creeper comes down a turn earlier than chain gang but chain gang has the ability to absorb more damage since your opponent will have to split damage between 2 bodies. This makes overkilling a minion and waste of damage more likely versus aggro decks.
Edit: chain gang also has more base health and gains more value from buffs.
Tar Creeper over Saronite Chain Gang for me. Sure, you could use late-game chain gang to get four taunts, but it's not going to help if you're already in a defensive position with low health. However, two Creepers in your deck (or even one) can create some great early-game offensive opportunities, or mid-to-late-game defensive option while you plan out your next move. I've been using it in most of my decks since the card was released.
One of the few places I'd recommend running a chain gang duo is in a Paladin deck, especially with some of the new buff cards such as Arena Fanatic. But then again, that depends on what your endgame goal is.
Chain gang. Drop it to protect a dangerous minion, and your opponent requires an AOE or two removals/silences to get to it. It's often a match winning play. Plus saronite can actually inflict a little damage on offense even without a buff. Good minion on an empty board with follow up fungalmancer, just so flexible.
Id say Tar Creeper. As other said, the fact that it can come turn earlier is a big deal. Chances are your opponent doesnt have a board to deal with it yet, or has to run everything into it - which is what you are hoping for anyway. Also the 3 attack over 2 attack is significant. Obviously it is more weak to a single target removal, but even that might be an upside in some situations. On curve, it can take your opponents entire turn (=wont develop board further) or it can even eat a burn spell that would go in your face otherwise (and probably takes a better part of your opponents turn still).
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Tar creeper. Not only does it show up a turn earlier, but the 3 attack makes it extremely valuable against for example the 3/3 wolves from an Emerald Spellstone.
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Tar Creeper for sure. Most of the times opponent has to go everything on it to remove it or waste a spell removal on it, which gives best value this way for a 3 mana cost card.
Believe in potential; the multiverse blesses some beings with extraordinary traits, with the potential to do—to be—great things.
Tar Creeper is by far a better card for defensive purposes because of its manacost and 3 damage.
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Tar Creeper isn't always the best choice though. Yes, he stalls better and faster, but on the other hand, he doesn't help in regaining Tempo.
Against Aggro this is a non-issue as your goal is to stall the game. Thus it's ok if you can't pick off minion right away. Just slow them down enough until they lose steam and you gain your board clears.
Against Tempo or if your deck isn't equipped with good ways to remove minions, Tar Creeper doesn't let you regain the board as you can't use him well on you next turn. He's also more vulnerable to things like Silence as he's one body. Tempo is willing to wait out a Tar Creeper until they can remove it easily or overwhelm it. In that case Chain Gangs can wipe out 4 health of minions from the board or swallow a silence and keep taunting.
So if your deck can remove minions just fine and just need to stall the game or keep you alive Tar Creeper is best.
If your deck isn't as equipped to remove minions and can get overwhelmed easily from decks that snowball Chain gang might do better for you.
And, of course, the legendary answer: Why not both?
One does not simply walk into Mordor,
unless they want to be the best they can be.