During the the dev talk, the devs mentioned that they wanted more support the control archetype. As such, I expect some interesting large minions to come out. With that in mind, I want to talk about the best large minions in the game right now and explain why they are good. My definition of “Large minion” is any minion that has a base cost of 6 mana and more.
Honorable mentions: Mechaz0r, Red Synja, Grandmaster Zir, Bone Reaper, Jax Truesight, Khymera, Solarius, Silithar Elder
This card is the go-to late-game snowball card. The 10hp is very very difficult for your opponent to remove by damage and even if dispelled, leaves two decent bodies. Unfortunately, this minion barely makes the list since it is too slow. By the time you want to play this, most popular decks already flipped the face damage switch. Still, this is the go-to minion factions looking to gain tempo in the lategame and remains the undisputed Queen of Gauntlet.
Klaxon is an interesting card. It, along with Aymara Healer, belongs to the exclusive club of dying wish-provokes. This means that this protects your general and wants to be destroyed at the same time. This greatly supports the slow creep archetype since it both advances creep generation and protects your precious life total at the same time. This has the potential to turn a game around, when used alongside Obliterate and Ghost Azalea.
The poster child of “remove or die,” for now, at least, Vorpeal reaver is a threat that potentially end the game on the spot if unanswered. Vorpeal’s Celerity gives it 12 damage burst, with the potential of dealing a whole lot more with Deathfire Crescendo or Shadow Reflection. If you destroy the body, the six wraithlings are just as threatening. You can combo them with Deathfire Crescendo for tons of damage or convert them to health with Shadow dancer or Keliano. Unfortunately, while your opponent is most likely doomed if this is not dispelled, you will loose a ton of tempo and be left in a poor situation if this is dispel-removed.
Hello, old friend. Aymara healer has remained one of the best large minions for a while now. This is the best possible health and board regain tool. It creates a monstrous 10 health swing while also providing a body that trades very well with most aggressively stated minions. This has immediate impact with Provoke as well as game-turning potential if left unchecked. Unfortunately, this minion is quite weak to dispel based removal. Luckily, Vetruvian can lure out dispels with Obelisks and other dispel-or-die minions. However, many decks can still burst you down behind an Aymara.
Hold the phone, did this guy just put Zendo above Aymara!? Before you start questioning my sanity, please read this explanation. When Zendo was first released, he(?) was mostly seen as a meme. However, as time went on, people started to realize how good this minion actually was, earning him a place in Spellhai on top of his namesake deck. This is due to his ability being a bit like a mixture between Provoke, Celerity, and Rush. It has pseudo provoke since it restricts the movement and attack of the enemy general. It has pseudo Celerity since, if it survives a turn, it can attack the enemy general twice, or make something else do it, using his ability. It has Pseudo Rush since it can make the enemy general attack something the turn he is played. Taken together, Zendo is like a twisted amalgamation of Spectral Revenant, Vorpeal Reaver, and Aymara Healer, taking elements of each and wrapping it all up in one neat description.
I might be cheating a bit with this one, but does mostly come out in the late game, and technically has a mana cost of more than 6. This minion avoids the main problem with large minions; the fact that you loose on tempo if they are removed. This minion usually costs less than two when if comes into play, making it excellent tempo, even favorable if your opponent burns removal on it.
I had a tough time deciding between number two and number one, but Spectral revenant lost out just by a little bit. This minion has rush, making it gain value immediately. It can deal 6 damage to the enemy general and remain as a 6/4 with its deal 4 ability, which is pretty good. It can also take out an enemy minion and also push 4 damage, which is also pretty good. Due to the 4 damage ability, this minion leaves behind a very high damage potential body. After you play this, your opponent can either take a ton of damage trading for it, remove it with a spell, or desperately push for lethal. This means that, if you are relatively safe for lethal, you trade one card for at least 1 (usually two) of your opponents cards top of dealing a bunch of damage. The immediate impact and the value generating makes this minion extremely threatening.
All hail lord Serpenti!
ok, ok, I know that this meme is getting old:
Rejoice in the Rush always. I will say it again: Rejoice!
- Makantians 4:4