Alright. TAUNT WARRIOR 1.0
I want to really push the warrior cards that synergize taunt. The sparring partner (I believe it's genuinely a good card, on its own), bolster (I do not think highly of this card, but maybe in this deck it'll perform well), and king's defender. (this REALLY seems like a poorman's fiery, but when in rome...) Of the new cards, Sea Reaver seems to have no home; Magnataur just seems as a bad card. I'll give Bash (x2) a shot, Ogrimmar is a weird card, and Alexstrazza's champ is nasty in a dragon deck... But this is not a dragon deck.
For now, we'll use Varian as well. It's not that I don't think he's good - i think he's insane - but im not sure this is the right deck for him. (That said, the card draw appears to maybe help matters) Anyway...
If the deck is really defensive, I want a consistent curve of taunt minions. Maybe this is the wrong way to go about things, but hey, this is 1.0. So...
2x annoy-o-trons. They are ridiculous anti-aggro, if you bolster them they seem effective, they are the only thing that can proc King's Defender on curve, they're sticky due to divine shield, and they synergize well enough w/ 1 pt of damage enabling execute.
No taunt 3 drops are worth it. Besides, if we're loaded with removal at 3 (bash/king's defender) it's more of a tech slot than an on-curve taunt situation.
2x sen'jin. I love sen'jins and run them sometimes over belchers. it's a relatively strong 4 drop that has staying power.
2x sludge belcher. The only pure staple in control warrior, it's nice that the little bros (little slimes) can proc the other warrior taunt cards.
2x sunwalker. This is the only iffy inclusion; they have been somewhat power-creeped out of the meta, largely because the 6 hole is so tight its a bit crazy to run them over slyvanas / emperor tier. the 4 attack really hurts as well. But this is a taunt deck, and since warriors lack ancient of wars like ramp druids, we have to put these guys in as the big boys.
Other natural warrior inclusions:
-Since this is a defensive deck, it makes too much sense to run 2x armorsmiths (amazing value behind all these taunts), 2x shield slam (a lot of armor), and of course 2x execute (for removal).
-The minion slot @3 seems a bit barren; it's not clear how we're going to gain cards, (with no taskmasters I think acolytes lose value; also think maybe cutting death's bite is correct) so for now going with 1 BGH and 2x shield block (lifegain/card cycle)
-Everyone has pointed out how amazing Black Knight should be in this deck, so we're going to fill up our odd 6 slot with TBK.
-Finally, at least 1 brawl will be needed as a total comeback mechanism.
So right now the "shell" we have... (mana cost up)
-2x shield slam, 2x execute. Standard removal
-2x annoy-o-tron, 2x sparring partner, 2x armorsmith, 2x bolster. *Let's consider fiery war axe below. We have a lot of early game plays with this set up.
-1x bgh, 2x shield block, 2x king's defender, 2x bash This covers the last bit of hard removal, is a weapon which SHOULD get 6 procs in this deck, and a bit of lifegain+cycle
-2x senjin Oh yay, a minion we can play on curve!
-2x belcher, 1x brawl Another minion to play on curve! And an AOE!
-2x sunwalker 1x black knight MORE removal, (maybe too much removal...) and yet another on-curve minion
-1x varian Card draw + big boss.
So this is 26 cards. I'm not really sure how this deck wins, other than basically outlast your opponent, armor up, remove their threats, and just lean on the strength of the taunts. This is, in many ways, how Ramp Druid does it. So I kinda think it's viable; the defensive potential allows this to survive a lot of the burst that combo decks threaten, like Grim Patron or the like. What's funny is I think in this set up the sparring partner will very often target an opponent's minion to remove, which is sorta the intention of the card. How should we spend the last 4 cards?
-About fiery war axe, we have SO many plays on 2 (and we want to king's defender on 3) I think it should be cut. Given the removal options on 3 anyway (bash, the defender, armorup/shield slam) maybe this isn't important.
-Death's bite has some negative synergy. The whirlwind effect is great to proc execute, but if we're not using acolytes* (maybe we should run acolytes) I actually think we cut it.
-We have SO MUCH REMOVAL that maybe we just stick with 6 charges. Neutering the best parts of warrior may be strange, but I'm considering it. We could play 1 Gorehowl, which would help vs midrange and the like, but in such an anti-weapon meta I'm not feeling it.
For curve sake, I don't mind teching in a Harrison. It can aid card draw. With 3 plays on 6 right now I think Shield Maidens should be cut - we should have enough armor gain between the smiths, bash, and blocks. But they are something to consider.
Given our deck lacks some card draw, what about something funky like 2x Gnomish Inventor? We don't have many plays on 4, and it thins out the deck.
Finally, this frees one spot for a bomb card. Ysera seems like the obvious choice - we can taunt her up, we can hide her behind a taunt, she can come into play from Varian... It just makes too much sense.