Getting this out early could be pretty powerful, coining it out against someone with no 1 drop or hero power which deals damage is obviously quite strong.
My problem is seeing how you can reliably complete this during the mid to late game. Unless you have a bunch of taunts already out then your opponent can always ensure 1 damage goes face to prevent it activating. Mage and Hunter completely lock this out if they so wish, but it does have nice synergy with Time Out!.
Perhaps I am not seeing it, but right now it seems worse and harder to reliably pull off than the mage side-quest Learn Draconic.
Maybe an opponent can delay the quest completion, but it is going to make their turns more awkward. For example hero powers are not mana efficient, so in the early to mid game, you don't want to be using your hero power every turn. And if you have to go face with a minion to prevent the quest completion, that minion is not trading, which leaves the Paladin's minions alive to deal face damage or get better trades.
I don't like this Tauren. It's smug aura mocks me.
in all seriousness it's probably not a hard quest to complete if you already have another taunt in the way or play TIME OUT!
But the reward for not taking damage is just extra not take damage.
But a new question, does the quest activate at the end of your opponents turn or at the beginning of yours? because if the minion doesn't have summoning sickness that could make this much stronger
Played on curve this essentially punishes any deck that doesn't play a 1 drop, and forces ping classes to waste a turn. Kinda overpowered honestly, with a 3/6 taunt. Aggro decks that draws nothing for the first turn with this on 2 is literally dead in water. Combo decks and druid likely targets for an easy turn 2-3 3/6 minion.
Outside of that, this combos with Time Out! for a 2 mana 3/6 taunt. But more likely this will be in the deck for those nasty 4 card mulligans and punish.
With Time Out! it is effectively 5 mana 3/6 taunt aka Fen Creeper though you still get benefit of timeout and taunt appears only after timeout ends, so pretty good.
Comments
Worse then it looks-card that depends on your opponent
If you play it on curve you force the ping from your opponent. You can also play it later in the game with Time Out for a 3/6 taunt.
Can force you opponent to use HP when they don't want it. Seems better then it looks.
2 Mana 3/6 taunt seems good
sidequest into timeout Pog. Paladin is getting some very nice and powerful cards. Will definetly see play
Getting this out early could be pretty powerful, coining it out against someone with no 1 drop or hero power which deals damage is obviously quite strong.
My problem is seeing how you can reliably complete this during the mid to late game. Unless you have a bunch of taunts already out then your opponent can always ensure 1 damage goes face to prevent it activating. Mage and Hunter completely lock this out if they so wish, but it does have nice synergy with Time Out!.
Perhaps I am not seeing it, but right now it seems worse and harder to reliably pull off than the mage side-quest Learn Draconic.
Maybe an opponent can delay the quest completion, but it is going to make their turns more awkward. For example hero powers are not mana efficient, so in the early to mid game, you don't want to be using your hero power every turn. And if you have to go face with a minion to prevent the quest completion, that minion is not trading, which leaves the Paladin's minions alive to deal face damage or get better trades.
I don't like this Tauren. It's smug aura mocks me.
in all seriousness it's probably not a hard quest to complete if you already have another taunt in the way or play TIME OUT!
But the reward for not taking damage is just extra not take damage.
But a new question, does the quest activate at the end of your opponents turn or at the beginning of yours? because if the minion doesn't have summoning sickness that could make this much stronger
Played on curve this essentially punishes any deck that doesn't play a 1 drop, and forces ping classes to waste a turn. Kinda overpowered honestly, with a 3/6 taunt. Aggro decks that draws nothing for the first turn with this on 2 is literally dead in water. Combo decks and druid likely targets for an easy turn 2-3 3/6 minion.
Outside of that, this combos with Time Out! for a 2 mana 3/6 taunt. But more likely this will be in the deck for those nasty 4 card mulligans and punish.
With Time Out! it is effectively 5 mana 3/6 taunt aka Fen Creeper though you still get benefit of timeout and taunt appears only after timeout ends, so pretty good.