Lluadian's Comments
Armagedillo
It’s still valuable though downside is hand buff doesn’t do anything with KEA still good card when have a bunch of cheap minions.
Armagedillo
A lot of the mech pally decks I see now run technition since cost was reduced that can be a big deal for all the low cost cards can draw including tutor card to specifically pull 1 attack minions.
Armagedillo
It’s more a matter of what is available to be played at the time this is a 6 cost and the other taunts are spread out cost wise the point atm though is that this also creates a threat on the board that you force opponent to deal with maybe even by using a removal.
Yes I’ll admit it’s pricy for that purpose but look at the on curve cards that can land on turn 7 Blast Master and Dr. Boom MG. It’s not to bad a card when take a step back to look at the costs of several of the commonly used cards in warrior. 6 Mana seems to be more a dead slot filled with combos or some 5 Mana cards.
Armagedillo
You don’t get what Control means for warrior do you. Control warrior has mainly been about fatiguing your opponent by stalling. Quest warrior did this by dropping taunt after taunt outside of fatigue your win condition tended to be blasting with hero power.
OA is more of a value generator to give more resources. Atm rush works well for some control but unless you have taunt it won’t slow down someone who tosses out charge or can swarm the board. A more current control warrior would mix taunts with rush 1 can remove single threats the other blocks swarming. And I never really said that it would depend on those cards to get taunts. I brought up you can get taunts from them as well to add to your count. And I listed the mechs with taunt. The line about mechs has to do with part of control warrior strategy now involves the bombs which would mean you would probably run a mech deck.
The fact your throwing so much denial at this cards usefulness after only 1 other warrior card was revealed and none of the revealed card are taunts is just short sighted. The point at the moment is to work out what the theme is and what likely will be added and plan for a deck based on that. Just this legendary gives idea we may see something interesting for taunts in warrior. Or it may turn out not being a big deal to standard like Voone or Akali. Those cards were somewhat hyped but there wasn’t much of an effective support for them from the rest of the cards.
Armagedillo
There are actually 7 mechs with taunt that warrior could use with this and the point is more focused on a taunt build in the first place. We don’t know what other cards warrior will get but at the moment the 2 we have seen support control decks.
And if your complaining about warrior playing taunts it’s happened before quest warrior was a nightmare and odd quest warrior was also annoying.
Taunt mechs useable. Bronze Gatekeeper, Damaged Stegotron, Hecklebot, Rusty Recycler, Safeguard, Unpowered Steambot, and Zilliax these are all pullable from the HP or from Omega Assembly. The reason some don’t see play is they’re underpowered for they’re cost but a few found niches in certain decks.
Until we see more of the cards we can’t judge this card properly but the big 2 mech wise are Zilliax and Gatekeeper.
P.S. don’t go complaining on fact this is a beast this would have caused a huge uproar and calls of being broken if it was a mech.
Armagedillo
Your forgetting this may cause warriors to use the 3 cost 1/5 mech taunt since after one turn it would be a 3/7 magnetized at 3 cost not a lot but this card could affect what warriors choose when use the Dr. BMG hero power or if used OA early. It could also possibly lead to warrior using Hecklebot that card looks alot better if it’s a 5/10.
Armagedillo
There’s actually 7 mechs with taunt in standard that are neutral 2 have magnetized. Considering cards like Omega Assembly and Dr Boom MG warrior can pull some of those even if they weren’t in the deck. 2 of those mechs have Lifesteal. What is really interesting is this can also be a decent target for the cards that summon copies of minions in your deck. Disappointing thing when I’ve pulled that 10 cost minion was there is not much past 5 Mana in my deck with low stats. And some cards pulled from a 10 Mana OA are dead weight somewhat like the 4 Mana 0/9.
The only drawback to this card is the beast tag but it would basically break warrior if it was a mech.
Armagedillo
What the hell is this great here comes a return of control taunt warrior all you would need is draw and a bunch of taunts in your deck this is even useable with mech warrior if swap around a few cards. Toss in something like the banker and you can have more than one.
Still waiting to see what other cards will have but so far control warrior has gotten 2 more cards. This is also the first legendary minion revealed if they stick with 2 legendaries for classes then the question is do the legendaries support the quests? Or will the quests and legendaries be better used in separate deck types?
Plague of Murlocs
Can’t play in non murloc? Your forgetting this can upgrade 1/1 minions summoned by other cards snip snap is an example 9 Mana and on death/s you would get 6 1/1 minions, useable with thunderhead if survived a turn and have overloads, and it can also be used defensively against enemy’s that put out big value minions that deck revolves around. Mech Pally, death rattle Hunter, Conjurer Mage, Silence Priest.
The thing is this card will most likely have at least one copy in probably every shaman deck and would be a great pull from hagatha.
Plague of Murlocs
The closest they could get to neutral spell is a quest since those (in WoW) are not all limited by class. The only thing we have that’s similar are the minions that generate cards from another class, give random card from a select pool, or give ability to pick a card from a select pool.
Giving a neutral quest would be rough since it may not be beneficial to any class. The closest I’d say might be possible is a minion that activates either a random quest or let’s you pick from a small pool.
Until you drew that minion anything you added trying to build around it alone would be useless so it would be a win more card that’s basically useless in endgame.
Plague of Murlocs
The thing that blocks nerfing this is the fact that it’s only threatening to certain current decks and the real threat comes only from specific setups. 1 it can punish opponents that got greedy and 2 it can be used offensively in later game if play a swarm deck that summons a bunch of 1/1s.
This card is useful as a defence or an offense but building decks around 1 specific card without a way to tutor it early is hard. The only deck this card truly stomps on hard is Mech Pally since it can counter magnetized super minions this hurting potential turn around from KEA.
Plague of Murlocs
Not exactly use devolve against conjurer mage and watch them laugh since they would still have 3-4 big minions this card transforms everything to where almost everything could be killed by a lightning storm. Also you would only need a hagatha’s scheme in hand for 4 turns at most to clear board with this. I know devolve would be in wild but point stands against say big priest this is way more damaging to the rez pool in comparison because there is not a chance of getting something ridiculous by comparison through RNG. I’m pretty sure if you dropped this Twice on a big priest getting 4-5 minions in total they might just forfeit out of annoyance.
Plague of Murlocs
I just remembered something there is 1 aspect of bomb warrior this helps deal with. Blast Master Boom. If the opponent doesn’t have hero up to give rush or pops an AoE then you could cancel out the most likely 6 boom bots. BMB into a brawl or a (whirlwind) is a somewhat typical strategy.
Plague of Murlocs
Most common decks tend to see. Mech pally, conjuree mage, tempo mage, murloc shaman, death rattle Hunter, beast Hunter, bomb warrior, pogo rogue, silence priest, shufflelock, token druid.
Decks this card hurts conjurer mage, death rattle Hunter, mech pally, silence priest, of note this can also screw with murloc shaman if they buffed health or gave death rattle and depending on what murlocs had out.
It’s not as great against druid the only decent thing is remove death rattles that summon 2/2’s, against pogo it could punish someone that got to cocky and filled up theyre field from hand. For beast Hunter its more of an interference with support cards. Shufflelock can morph the swarm of taunts and big death rattle minions, however it doesn’t really do much against a bomb warrior in comparison. Facing tempo mage it can counter the support minions (froggy, and Luna) also if they ran doomsayer with freeze control.
Plague of Murlocs
It does help against some of the more common decks been seeing it’s especially dangerous against most of the mage decks. Counters big summon mage and it also counters the doomsayer frost Nova control. Key thing is that it interferes with several control decks that can stall out a murloc shaman. Had a few times where mage froze my board and couldn’t do anything due to full field with this if get luck RNG could pull the charge murloc with an attack booster.
Plague of Murlocs
It’s possible to screw with big priest anyway NOW in standard alone there’s like 6 minions that would summon weak units with at most 3 health on your opponents side of the field. One of the things about big priest is it hinges on the resurrection pool being clear. There’s also cards for adding minions to both players hands. A resurrection using priest won’t want to play the minions so it can take up space in the hand reducing the ability to hold onto response cards.
The reason it’s annoying is mostly due to fact you have to go out of your way mostly to counter it shaman had the advantage since could drop in a devolve. Nothing funnier than pulling 2 copies of that card early against a priest that need rez.
Plague of Murlocs
This is Awesome especially around the midgame if have chain lightning which can kill MOST murlocs no matter if hits for 2 or 3. It also allows you to have a way to interfere with a few decks. Ruins the rest pool for priests, transforms mechs for pally and Hunter interrupting a few set ups, not as great against a druid it’s more useful in removing the death rattle there.
This also means murloc deck for shaman doesn’t need to be restricted to pretty much only murlocs, and allows you to get more use out of totems sticking on the board. Interesting bit is combine this with Sn1p Sn4p in late game 3 dead snip snap makes 6 1/1 on death which if dies on next turn could be turned into 6 random murlocs that most likely WILL be better than 1/1.
The main selling point of this card for the moment is it can fill the 6 Mana slot reasonably well. There’s a few minions you might use in place of it at that cost but as a removal target not to many better.
Stegotron as 5/6 is competition and it’s a mech however the nature of it dodges being a target of the common rogue removal walk the plank. Yes it’s good if need the taunt but it also prevents wasting a resource.
Heavy metal requires armor to work and against some decks that’s just not likely to amount to much.
Whelpling has value but that card is way better to play AFTER using Dr Boom meaning turn 8 at earliest.
Missle launcher is more for magnetizing another minion rarely is it ever played alone.
Safeguard in my opinion is the only real competition for on curve drop since it’s basically 2 taunts and both are mechs.
After turn 6 it loses some value still has value for taunt and allows ability to buff taunts may generate from other stuff or if had in deck.