Looks good. Thankl
It's a card I included to fight for the board in the early to mid game. Against secret mage it can help by proccing Explosive Runes while keeping a minion alive to fight board. Against discard lock, it can stick a Felstalker on curve or a Doomguard / Nightshade Matron later on. Against the mirror it can copy some draw cards like Bloodmage Thalnos, Acolyte of Pain or Northshire Cleric to contest them while also providing me cycle once it dies. Against a deck like Cubelock it allows me to copy a cheated Voidlord or Enhanced Dreadlord to help me stall towards my Combo/Removal. Overall I think it has its place in the deck and it's a solid card that contests the board to keep you alive, while also providing some utility and even baiting out some hard removal. It's a card in a flexible slot I can take out if the meta changes or I need to cut something for specific tech.
The reason for skull in aggro match up you need to get a voidlord early you do that through skull you don't need rin at all in this match up other than for it being a taunt, however against the control match up if you draw early rin you never gonna play skull unless rin is at the bottom of your deck at least that's how it worked out for me which makes one of them usually have no value in one of this match up but in the same time it gives you a better chance against both aggro and control cause you usually know what you wanna mulligan for in each match up.
Here is the Taunt Druid deck I have been running. Its not my list, but one of about three variants which are all within one or two cards of each other. Some do not run the Tar Elemental, opting for a Wrath or an Ultimate Infestation instead. Deck is weakest to Shaman (Hex really messes up Witching Hour) and at a disadvantage against most Mages (Polymorph wrecks it too) and against Miracle Rogues, but otherwise fares pretty well if you can figure out how to pilot it.
Mulls are pretty easy...pitch everything except Wild Growth and Nourish (unless you have one of each, then, maybe keep the third card, depending on match-ups). First Nourish played is almost always to ramp with this deck, although there are a few exceptions.
Never play Hadronox unless you can Naturalize it (be aware Master Oakheart can bring it out, too). Goal is get 1st Hadronox [/card]off for at least 3 taunts, then when that board gets cleared, the [card]Witching Hour brings Hadronox back, either Naturalize or Carnivorous Cube it. Repeat.
Against some matchups, your goal becomes fatigue, but most, you just out last and kill them. Tricky to pilot till you figure out the matchup plays, but fun learning. Very high win rate in lower ranks, still solid at higher.
Here is the Hearthstone clipboard list and 'link':
### Taunt Druid
# Class: Druid
# Format: Standard
# Year of the Raven
[deck]# 2x (1) Lesser Jasper Spellstone
# 2x (1) Naturalize
# 2x (2) Wild Growth
# 2x (3) Ferocious Howl
# 1x (3) Tar Creeper
# 2x (3) Witching Hour
# 2x (4) Branching Paths
# 2x (4) Ironwood Golem
# 2x (4) Oaken Summons
# 2x (4) Swipe
# 2x (5) Carnivorous Cube
# 2x (5) Nourish
# 2x (8) Primordial Drake
# 1x (8) The Lich King
# 1x (9) Dragonhatcher
# 1x (9) Hadronox
# 1x (9) Master Oakheart
# 1x (9) Sleepy Dragon
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
This is similar to the deck I've been playing around with lately. I'm still tweaking it and am going to experiment with swapping in some of your cards, namely Reno Jackson and Spawn of Shadows. I have to say that Mukla's Champion and Mirage Caller have not failed me and add quite a bit of fun, as does Barnes (if he pulls out an inspire card).
||Ability (12)||Playable Hero (1)|