Or, you can, y'know, use cards that don't kill through combat damage, or that disable, or that turns its attack to zero, or that returns to hand...
I wonder if you really did your analysis and considered the removal that is available for each class, or just went with the easy circlejerk reaction. "It just needs to attack" (more like "the only thing it can EVER do is attack"), for a 6drop, does not make the cut for most decks. I know, personally, of my 39-card deck, I have at least some 15 cards to deal with it without letting it attack more than once, and I'm a goddamned
Amber. I'm not even a hero that is favored on removal.
Stats on a vacuum mean nothing. Spending 6 for absolutely no gain if your opponent can answer the turn after (and they SHOULD if their deck is any good) is a massive, MASSIVE loss of tempo. Enough to lose you the game. If your deck can abuse the Giant (say, you give some other hard-to-remove ally steadfast/protector), yea, it is good, but then you have to build AROUND it, and thus you are making concessions in other areas that will weaken your deck in some aspect. And, then, the card becomes fine, just like any other strategy.
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