
A 1 drop with good stats and a strong effect is just great + magnetize shenanigans abound with this. Works great with the fireworks tech though, still probably won't save it. Even then, there are probably other better death rattles to abuse. Just don't see it being placed into a deck without some way to really abuse it. As for the dragon, don't think it will see play. IF you can construct a deck where that is a reasonable play, then she will see play, if you can't, then she wont. Even better if we get some 2-drop Mech with Magnetize.Fireworks tech is *insane* if you get her battlecry off, a 3/2 with battlecry do something good is always going to be good at 2 mana. basically gaining some early game board control AND usually around 4 Armor on top of that.Įven though it’s not really a build-around card and doesn’t push the Warrior’s power that much (the class already has lots of anti-Aggro tools), it’s powerful for a 1-drop, it fits into different decks, you wouldn’t mind dropping it on T1, but your Aggro opponents will hate to see that. Armorsmith was dropped mostly because 1 attack is not that good on a 2-drop, but it’s very acceptable on a 1-drop – you can trade with Dire Mole, Righteous Protector, Fire Fly etc. It’s so good that it might even fit into a non-Mech Control Warrior builds. It’s a solid, cheap body to slam Magnetize onto, and giving it more health potentially means more Armor gain.

And the second kind of build is Control Mech Warrior (which looks like the main Warrior’s theme for this expansion), where it’s a nice, anti-Aggro 1-drop with a Mech upside.

Even if you can’t take advantage of the Mech tag, the extra Armor might come handy in the Aggro mirrors. First of all, aggressive Warrior builds – it’s like a better Dire Mole there.

It seems to fit into two kinds of deck lists. It’s a 1 mana 1/3, with two upsides – Mech tag and some Armor gain potential. If Dire Mole is a solid card, even in the decks that don’t have any kind of synergy with Beast tribe, I don’t see why wouldn’t this one be good.
