Ah man, roar for 1 card?? Phew...I don't about that. Roar is pretty powerful ability when used in a group of enemies. Maybe what the Minotaur needs is a minimum sprint distance.
It can be, but only if there are not to many palas on the board.
Compared to taunt its a little weaker indivialy since u have to roll and the enemy can still run.
Compard to the no charge chain attack and 1 card charge of the barb its way weaker i feel. a killed enemy can not be dispeled, blessed, shielded, repositioned or healed. a buffed inspired barb can easily kill 3 or 4 units/creatures in up to 3 different locations with a higer degree of certainty, while a mino can hope to roar up to 8 opponents when hes passively surounded, up to 7 if they are placed perfectly. Usualy u can be happy to get 2 or 3 and with a 60% hit chance u are likely to have one miss. So with pala on the other side its deminished to a weaker taunt with no possiblilty for an additional attack.
with units like palas, reaver, sammi and psi on the board that are somewhat "immune" to roar through their special abilities. Roar as a two card ability can not compare to heal+bliss, mindcontrol+blast, song of valor+inspire. Compared to evicerate alone u can flip a coin, but in combination with the passive -3 its a pretty reliably -4.
Mino lacks real kill power, since bull charge is unreliable realtivly easy to avoid and only every second round. his major defense ability is very costly uncertain and reversable aswell.
when it comes to guards naked offense and defense:
pala has 1 dice less but 3 more def and can remove taunt or roar
rogue has 1 dice less equal def and can stay out of close combat+killshot so possible 2 dices more 2 valor per round
psi has 2 dices less equal def but though blast it get even one more plus armor piercing plus 2 valor, plus range, plus mind controll for def
reaver is equal in offense +3 in defense, has potential for forcing a second attack can generate up to 3 valor per round via counter takes enemies attack 100% for only 1 card.
bard has 1 less attack +1 more def but with cards 4 inspired dice are a superior attack vs the 4 of the mino
warrior gets equal attack with +2 def
sammi has 2 dice less and plus 2 def because of the -3 ability it is the more dangerous close range killer and gets a -1 via evicerate
barb +1 attack/-1 def can attack in 3 locations, so theoreticaly is able to kill up 22 units in 1 round and only needs 1 card for it.
when it comes to mages in close combat
FM is superior from the beginning
Sorc is superior at valor 5
summoner is superior at valor 10 her own 2 dices plus skelli, plus sacrifice making more than up for -1 def.