Unidentified Maul

Unidentified Maul Card

Unidentified Maul is a 3 Mana Cost Rare Paladin Weapon card from the Kobolds and Catacombs set!

Card Text

Gains a bonus effect in your hand.

Flavor Text

When all you have is an unidentified maul, everything else looks like an unidentified nail.

Unidentified Maul Additional Information

Unidentified Maul Bonus Effects List

Cards Relating to Unidentified Maul

Blessed Maul
Type: Weapon - Cost: 3 - Attack: 2 - Durability: 2
Battlecry: Give your minions +1 Attack.
Champion's Maul
Type: Weapon - Cost: 3 - Attack: 2 - Durability: 2
Battlecry: Summon two 1/1 Silver Hand Recruits.
Purifier's Maul
Type: Weapon - Cost: 3 - Attack: 2 - Health: 2
Battlecry: Give your minions Divine Shield.
Sacred Maul
Type: Weapon - Cost: 3 - Attack: 2 - Durability: 2
Battlecry: Give your minions Taunt.

Unidentified Maul Card Review

Another entry into the Unidentified cards, the maul is an interesting tool for Paladins to work with. Right off the bat, we have to talk about the baseline weapon, a 2/2 for 3 mana. Let’s be honest, that’s simply not exciting, especially with Rallying Blade being in the same rotation for a little while longer. Normally we don’t go into the nitty gritty of mana costs and “what’s worth what” because that’s simply a bad way to analyse cards, however here we have a direct parallel with another weapon that costs 3 and also has 2 durability, except it features 1 more attack point and still has an upside, which in all fairness is a lot more conditional. We have also established that 3 attack is very crucial and a lot more important than 2, given the state of early threats at the moment. So we ask, are Unidentified Maul‘s effects worth giving up the extra attack and all the relevant things that go along with it?

My answer is… maybe. Champion's Maul is the only one that doesn’t rely on minions already being there – it brings them! It’s hard not to draw comparisons with Muster for Battle, which was a dominant Paladin card during its time in Standard and is still considered one of the more powerful cards in the Wild format. It summons an additional Silver Hand Recruit, however it also gives you a much worse weapon and while in general the extra 1/1 is better, arguments could at least be made for spots where the 2/2 weapon is a lot more impactful and the two cards seem actually comparable. And you know a card is good if it’s comparable to Muster for Battle. As far as the other options for Unidentified Maul go, while they don’t look as great as their Champion cousin, they are still good cards for aggressive Paladin decks. Note that they care about minions, not necessarily Silver Hand Recruits, so any early board is going to be empowered by one of these in their own way, which can actually be a lot more sought after of an effect that the 3 attack of Rallying, in something like Murloc Paladin for instance. And even if everything else isn’t good enough, sometimes the 1/4 chance for having access to Muster for Battle in your deck might be good enough to play this.

Card Review by Chimbarozo

Leave a Reply

16 Comments

  1. Imaloony
    November 26, 2017 at 1:44 AM

    Murloc Paladin will likely appreciate this, as most of the effects it gives is appreciate by that deck, but you almost certainly won’t play this on curve. Most other Paladins will ignore this; they’re happy with just Truesilver, Tirion, and DK Uther for their weapons. But the random effect will hurt it even in Murloc Pally. That taunt effect especially will hurt to get.

    In arena, weapons are always good, but having a board is pretty tough, and this is pretty poorly statted for a normal weapon. The double Silver Hand effect would be nuts though.

    Standard: 2/5
    Arena: 2/5

  2. Threather
    November 24, 2017 at 10:34 AM

    Seems pretty terrible in most decks:
    – Put any taunts in the deck it gets worse
    – Put any divine shields in the deck and it gets worse

    And what do you have left? Hydrologist and ivory knight?

    Guess it might its way in silver hand recruit decks but in general I dont like the taunt buff.

    3/5

  3. Nick Lambert
    November 23, 2017 at 10:27 AM

    How will this (and other Unidentified cards) interact with cards that give you cards from your opponent’s deck or class? Will it work like you yourself drew it and give you a random effect? Will it give you the same effect as the Paladin (in this case) who has it in his deck?

    Or perhaps, since you’re not actually drawing it yourself (as a Priest or Rogue), but rather adding it to your hand, you’d get the base version only, without one of the four bonus effects. I think perhaps this is the best option, both because there’s some logic behind it, and because it serves as about the only counter, however soft, to the deck-stealing mechanics, which frankly aren’t a lot of fun to play against.

    • unidentified maul is not that bad
      November 25, 2017 at 1:11 PM

      it says get an effect in your hand, so it gains a random effect when you steal it from the oponents deck or it gets burgles into existence. HHowever, mind vision/ the gloves which steal cards will give you the exact same effect the oponent has

  4. Crapcrack
    November 23, 2017 at 3:19 AM

    it’s a pretty good weapon, problem is that it has to contest with Paladin’s existing weapons. I’m not sure.

  5. Likefia
    November 22, 2017 at 4:17 PM

    this card is broken, muster for battle level of of power (could be even stronger but the randomness prevent that)

    • Cuddler
      November 22, 2017 at 7:09 PM

      The card in all regards is actually rather fair. With Fiery War Ax at three mana now, a 2/2 vanilla weapon is probably worth 2 mana, and the Champion’s effect is just that with Lost in the Jungle tacked on. The other three effect rely on you already having a board in play.

  6. KaihatsuJai
    November 22, 2017 at 4:15 PM

    Oh boy, another RNG weapon. Looks playable for murloc paladin’s last hurrah, but maybe token pally will become a thing (cancer) again.

    Still, 2/2 for 3 is balls. I think I would still take Coghammer over this in wild for mech paladin, but will definitely give it a shot.

  7. Mislavi
    November 22, 2017 at 3:38 PM

    Hope to see a midrangy non murloc pally, its a shame that for 2 years we’re seen just murloc from anyfin to warleader n friends.

    • Cuddler
      November 22, 2017 at 7:11 PM

      That’s existed in Wild for a long time. The current wild silver hand deck core only has about 1600 dust worth of wild cards in it, but I agree that Murloc Pally is getting rather old in standard.

  8. dogg
    November 22, 2017 at 3:38 PM

    op weapon. hope warrior weapon makes up for the fwa nerf

  9. elliot
    November 22, 2017 at 3:14 PM

    Giving all your minions taunt or divine shield is crazy good so 50% chance of something really good and 50% getting something kinda decent for 3 mana

    Seems legit

  10. Moltar
    November 22, 2017 at 1:45 PM

    Despite the RNG factor, this is a pretty good card, all the possible effects are good.

  11. Ertje
    November 22, 2017 at 1:32 PM

    The salt hammer, named after the person that revealed it

  12. to
    November 22, 2017 at 1:21 PM

    I hope the Hunter legendary has a similar bonus mechanism, this is dam good..

    • Nick Lambert
      November 22, 2017 at 2:28 PM

      This isn’t the Legendary weapon; it’s rare. Very solid card though. The Paladin weapon category is getting a little crowded (though not in a bad way).