Hannibull

 is a unit. It's a high health frontline attacker that can also be used to block.

Strategy
Hannibull, like most frontline units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended. However, if you combine it with other frontline units like Iceblade Golem or Wild Drone it can pose a very huge threat if there are no good defenders in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack.

Hannibull rushing synergizes with Flame Animus as you most often do not have the gold available to spend the 2nd red that a normal Animus would give you. Mobile Animus can rush, though that makes exploiting it easier as well.

Another good way of using s is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1.

Openings
Player 1 Chrono Filter (1) rush. Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo.
 * DD
 * D1
 * 1) Hannibull
 * DD
 * 1) Hannibull +C
 * GD
 * 1) Hannibull +D

Player 1 Flame Animus (1)
 * DD
 * DB
 * D1
 * 1) DD1
 * 2) Hannibull
 * 3) Hannibull +T

Player 2 Flame Animus (1) and Vivid Drone (0)
 * B0
 * 01
 * 01
 * 1) Hannibull +D
 * 2) Hannibull
 * 3) Hannibull +0

Change log

 * May 23rd, 2015
 * Cost increased from 9 to 10. Health increased from 6 to 7. Now does 1 damage at the start of the turn, and a 2nd damage when clicked (formerly, it did 0 damage at the start of the turn, and 2 damage when clicked).
 * October 11th, 2014
 * Cost decreased from 10 to 9.
 * October 4th, 2014
 * Health increased from 5 to 6.
 * September 13th, 2014
 * Cost increased from 9 to 10.