Disco maul, this weapon is silly

This weapon is a problem, just lost to a player who turned a 1/1 silverhand recruit into a 14/14 and won the game, how is that balanced? and by the way i’m pretty sure it was before turn 10 too.

Well, that means it was equipped for a rather long time. Assuming it was equipped at turn 2 and kept until 13 minions were played before turn 10 (Let’s say turn 9) he would have had to play at least 13 mana worth of minions from turn 3 onwards.

My question is: You clearly knew it would be coming. What prevented you from preparing for it? Do you not run weapon destruction cards in your deck (I’d recommend at least one Rustrot Viper. If they don’t run weapons, at least it’s Tradeable)

yes you can play around it but most decks dont play weapon removal atm and this weapon is kinda bs. what do you do if you play it and dont draw it