I just used Warlock. One and done. I stomped the hell out of a Priest who played a turn 3 Dr. Boom against me, but made the mistake of using Shadowform.
As others have mentioned, with these Tavern Brawl rules, Life Tap is the only reliable draw engine. Also, iirc, every time I drew a card with Life Tap, it was instantly discounted by 2 mana.
I prefer the entrance quote he does have: "Your skills are growing." It's just "condescending dad" enough. I've also used Varian to kill Anduin several times, so there are plenty of times when Anduin's second cry is his deathrattle. ;)
I know man.. and the minion that it poops out is gold too. I also crafted gold Shredders, but I didn't disenchant a good Legendary to do it. Ya gotta prioritize your dust. ;)
This is a fantastic card in Tempo Mage, even without any Spell Damage bonuses. With even a single +1 Spell Damage minion on board, this is twice as efficient as Flamecannon, and can be targeted. Love Arcane Blast. :)
Toshley is fantastic in Mech or especially Tempo Mage decks. He's basically; Battlecry and Deathrattle: do something useful and put a Fireball in your hand.
He only has 1 less Attack than the vanilla Boulderfist Ogre, so he loses very little for his effect, and trades very well.
Toshley is incredibly good in certain decks. Piloted Shredder is a common, and although great, a gold version is a terrible trade for any viable Legendary.
This is still one of the best 1 drops, (class specific or neutral), in HearthStone. Even later in the game, the face that it's a Demon, has 3 Health, Taunts, and costs only 1 Mana can make it relevant... especially paired with Mal'Ganis.
This is actually a very good addition to Control Paladin decks. The Joust result is largely irrelevant. Many people will play a 3/2, (e.g. Knife Juggler, Sorcerer's Apprentice), on an empty board at the start of the game vs Pally, and Argent Lance counters that well. Just think of it as a 3rd Shielded Minibot, with Charge. As a bonus, you also get a peek inside your opponent's deck.
Lay on Hands and Antique Healbot provide all the healing you'd ever need in a game you have a chance of winning, and neither should be removed in favor of Tuskarr Jouster. The 5 mana slot is very competitive, and "Turtle power!" just isn't worth running so long as you get 0 benefit from a tie or lost Joust. Trying to depend on him has lost me too many games. If you want to "scout" your opponent's deck, you're better off squeezing an Argent Lance into your deck. Even when you lose the Joust with that, you get your peek, it's still a useful weapon, and using it early allows you to save your Coghammer for greater effect later in the game. When drawn later, you can still get some intel on what threats remain in your opponent's deck.
If you want a 5/5 for 5 mana, run Loatheb, and get a guaranteed, meaningful effect along with it.
I tried so hard to like this card, but I've removed it in favor of the boring old Antique Healbot. The reason is simple: the only cards with the Joust mechanic worth using are those where the result is potentially very powerful, but isn't usually critical to the outcome of the game: e.g. King's Elekk, Healing Wave, or even Gadgetzan Jouster. When Tuskarr Jouster whiffs, however, it can cause a loss in too many situations where playing the weaker, but reliable Healbot would result in a win.
In situations where the heal is irrelevant, you should just be playing Loatheb instead. The Joust mechanic needs work.. there should be at least some partial benefit in the event of a tie. As it is, it's just too risky to use a card like this, even with a deck full of fat minions.
I tried this card in a very heavy CW deck with Varian Wrynn. 90% of the time; The Skeleton Knight was terrible. When you win the joust, you get to pay another 6 mana for a 7/4 the following turn. When you tie or lose the joust... this is a strictly worse Salty Dog.
If The Skeleton Knight were a 6/6, (or even a 6/5), it might see some play. As is, it's trash.
I dust all golden cards apart from Legendaries. If I weren't still lacking some good cards, I'd probably hold onto a few more favorites, e.g. Savannah Highmane.
This is a fun card, and usually gets 5 mana of value. Sometimes it will shut your opponent out of the game entirely. Like Webspinner and Quick Shot, the two minions Ram Wrangler produces helps make up for Hunters' lack of card draw.
Most people seem to misunderstand, and therefore, misuse this card.. leading to gross underestimation of what it can do. Tracking is not something you play just cause you have an extra 1 mana to burn. E.g. People who play it on turn 1 are almost always making a mistake. Tracking should be used as a way to dig for an answer so you can maintain tempo/control of the board, or finish your opponent. I've used it countless times to dig for that Ironbeak Owl/Kill Command/Unleash the Hounds/Quick Shot/etc I needed to win the game before the opponent could recover. When used that way, (properly), Tracking is quite powerful and usually worth running 1 of in a deck.
0
I just used Warlock. One and done. I stomped the hell out of a Priest who played a turn 3 Dr. Boom against me, but made the mistake of using Shadowform.
As others have mentioned, with these Tavern Brawl rules, Life Tap is the only reliable draw engine. Also, iirc, every time I drew a card with Life Tap, it was instantly discounted by 2 mana.
5
I prefer the entrance quote he does have: "Your skills are growing." It's just "condescending dad" enough. I've also used Varian to kill Anduin several times, so there are plenty of times when Anduin's second cry is his deathrattle. ;)
10
I know man.. and the minion that it poops out is gold too. I also crafted gold Shredders, but I didn't disenchant a good Legendary to do it. Ya gotta prioritize your dust. ;)
4
This is a fantastic card in Tempo Mage, even without any Spell Damage bonuses. With even a single +1 Spell Damage minion on board, this is twice as efficient as Flamecannon, and can be targeted. Love Arcane Blast. :)
3
Toshley is fantastic in Mech or especially Tempo Mage decks. He's basically; Battlecry and Deathrattle: do something useful and put a Fireball in your hand.
He only has 1 less Attack than the vanilla Boulderfist Ogre, so he loses very little for his effect, and trades very well.
15
Toshley is incredibly good in certain decks. Piloted Shredder is a common, and although great, a gold version is a terrible trade for any viable Legendary.
You should regret your decision.
2
This is still one of the best 1 drops, (class specific or neutral), in HearthStone. Even later in the game, the face that it's a Demon, has 3 Health, Taunts, and costs only 1 Mana can make it relevant... especially paired with Mal'Ganis.
0
This is actually a very good addition to Control Paladin decks. The Joust result is largely irrelevant. Many people will play a 3/2, (e.g. Knife Juggler, Sorcerer's Apprentice), on an empty board at the start of the game vs Pally, and Argent Lance counters that well. Just think of it as a 3rd Shielded Minibot, with Charge. As a bonus, you also get a peek inside your opponent's deck.
0
Lay on Hands and Antique Healbot provide all the healing you'd ever need in a game you have a chance of winning, and neither should be removed in favor of Tuskarr Jouster. The 5 mana slot is very competitive, and "Turtle power!" just isn't worth running so long as you get 0 benefit from a tie or lost Joust. Trying to depend on him has lost me too many games. If you want to "scout" your opponent's deck, you're better off squeezing an Argent Lance into your deck. Even when you lose the Joust with that, you get your peek, it's still a useful weapon, and using it early allows you to save your Coghammer for greater effect later in the game. When drawn later, you can still get some intel on what threats remain in your opponent's deck.
If you want a 5/5 for 5 mana, run Loatheb, and get a guaranteed, meaningful effect along with it.
9
I tried so hard to like this card, but I've removed it in favor of the boring old Antique Healbot. The reason is simple: the only cards with the Joust mechanic worth using are those where the result is potentially very powerful, but isn't usually critical to the outcome of the game: e.g. King's Elekk, Healing Wave, or even Gadgetzan Jouster. When Tuskarr Jouster whiffs, however, it can cause a loss in too many situations where playing the weaker, but reliable Healbot would result in a win.
In situations where the heal is irrelevant, you should just be playing Loatheb instead. The Joust mechanic needs work.. there should be at least some partial benefit in the event of a tie. As it is, it's just too risky to use a card like this, even with a deck full of fat minions.
3
I tried this card in a very heavy CW deck with Varian Wrynn. 90% of the time; The Skeleton Knight was terrible. When you win the joust, you get to pay another 6 mana for a 7/4 the following turn. When you tie or lose the joust... this is a strictly worse Salty Dog.
If The Skeleton Knight were a 6/6, (or even a 6/5), it might see some play. As is, it's trash.
0
I have a golden Bloodmage Thalnos and Harrison Jones that I'll never disenchant.
I dust all golden cards apart from Legendaries. If I weren't still lacking some good cards, I'd probably hold onto a few more favorites, e.g. Savannah Highmane.
0
I think Tundra Rhino got a bit better with the introduction of King's Elekk and Ram Wrangler.
0
This is a fun card, and usually gets 5 mana of value. Sometimes it will shut your opponent out of the game entirely. Like Webspinner and Quick Shot, the two minions Ram Wrangler produces helps make up for Hunters' lack of card draw.
20
Most people seem to misunderstand, and therefore, misuse this card.. leading to gross underestimation of what it can do. Tracking is not something you play just cause you have an extra 1 mana to burn. E.g. People who play it on turn 1 are almost always making a mistake. Tracking should be used as a way to dig for an answer so you can maintain tempo/control of the board, or finish your opponent. I've used it countless times to dig for that Ironbeak Owl/Kill Command/Unleash the Hounds/Quick Shot/etc I needed to win the game before the opponent could recover. When used that way, (properly), Tracking is quite powerful and usually worth running 1 of in a deck.