1.Can act immediately with charge allowing you to set up for him with flametongue and rockbiter
2. Divine shield allows him to chump a couple minions or survive the next source of damage after played. as long as your oponent doesnt already own the board and an outright removal.
3.if all else fails he can block multiple minion with taunt.
4. windfury allows for some stupid plays.
1. low damage means without a buff minion or rockbiter up he is only going to deal 6 damage his first and usually only turn.
.2 low health means even with divine shield he is going to get blasted the following turn.
3. High cost in proportion to his numbers simply due to the amount of abilities he has. He tries to be too much at once to be good.
That third point is my main concern. He does too much to let him be good enough at anything without incredible setup. I dont think theres ever been a game where i was able to drop him on a flametongue or 2 AND have a rockbiter ready for him to really deal damage that i didnt already control the board. Quite a few legendaries are like this (think jaraxus. If you're losuing chances are the turn you waste casting him wont change it. if you control the board he solidifies that.) The problem is Al'akir doesnt really solidify your board presence. he's just a big shiny swirly ball of ... stuff. My suggestion? switch taunt out. If he was as beefy as tirion i might reconsider but as it stands taunt is just out of place on him. trade it for higher numbers, or a lower cost. What do you think? is al'akir fine as is, or could he use trweaks? Is taunt a good thing on him or is another ability screwing up the mix. If any of you say remove windfury i might cry.