Because certain classes beat hunters easily. Mage has 2 decks that can trounce facehunters and a third that does decently well. This is because their hero power and frostbolt early.
Warrior has weapons and armor so depending on their opening hand can destroy facehunters.
A priest, however, has NO early cards that help it defeat the facehunter. Adding an early game taunt is not going to help this at all because their cards are just "Meh" early anyway. If I added a 2/6 cannot attack taunt for 2 mana the hunter will just kill it with weapons/Kill Command/Quick whatever its called and be done with it. The problem with priest is it has no way of surviving early game and taunts won't fix that either.
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Annoy-o-tron as part of a control deck is below average it trades badly.
Sen'jin is fine but it's four mana. More early game taunts is what this topic is about. Four mana is mid-game.
The current 1,2,3 mana taunts just don't trade well at all. Just a 3/2 for two taunt would require they attack it or use removal/silence.
Then they would have to run more removals or silences for your mid-range late game taunts.
Face decks have run wild due to the issues of early game control for too long. Spells may help but they do nothing for getting you board control.
You remove then your turn is over then they play new minions, sure that can happen if they trade into your taunt but said taunt is good later when it's your only card or two; You can play it on an empty board. Removals on an empty board are worthless.
Life moves pretty fast. If you don't stop and look around once in a while, you could miss it.
So what you want is a minion with good attack and good defense but can't attack. So they'd just owl it and still go face. You're not solving the issue at all. Right now lets say there was a 2/6 can't attack taunt for 2 mana. Turn one is leper gnome; you coind out that taunt. I play abusive and attack the taunt. 2/2 now and it'll die to the sergeant anyway. You're literally killing 2 whole creatures which is what Annoyotron would accomplish as well. If you can't live until turn 4 either your hand was bad or youre deck is bad. Otherwise it's not "less taunts" screwing you it's your deck.
I see people bringing up Deathlord, but let's be honest here, that card is completely niche and can lead to some incredibly frustrating losses by having 7+ Legendaries drop on the next turn because of how it is perfectly possible to dish out 8 damage in early game to kill the Deathlord. I don't see anyone running it in constructed while Sludge Belchers are staple taunt cards because of how there is no true down side to playing it. If you get Deathlord to work in your favour then it is good, but when it can backfire so easily it just isn't reliable to do its job well.
Last edited by Frozen Death Knight; 2015-07-09 at 03:10 PM.
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Wasn't aware it was that simple to just draw those cards. Two things:
No priest plays Pain because it's a wasted draw vs any other matchup.
Deathlord is probably just going to get silenced.
If you have Soulpriest + Circle then you actually probably win the matchup. GL getting it everytime. If my paladin could draw Consecrate and Sword every single time I played a facehunter I'd win too but I don't assume I will.
I think though then you start giving Priests a pretty powerful deck thanks to their current spell cards like Divine Spirit and Inner Fire, they would be able to pull big combos fairly early, making those minions hard to remove. Priest decks are super slow though, but even giving them taunt minions that survive longer, they still have to get out stronger minions one way or another. Might be the best way to stall Hunters though.
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To be truly effective at early game they would need to have high health and you cannot target them with spells or hero powers.
I remember making some early taunt cards for certain classes, seem quite balanced to me. Warlock and druids already have great early game taunts.