Hearthstone needs to have the equivalent of Taunt for spells that do damage, destroy, or negatively impact minions.
Just as with normal Taunt and attacks, a minion with "Spell Taunt" prevents the enemy from targeting what they'd like to hit, only with spells.
You can see how a (harmful) spell version of this ability would radically change the balance of the game for the better.
As it stands, Taunt minions are the only thing keeping Hearthstone from being unplayable trash. The new Un'Goro expansion has literally saved the game from being abandoned, thanks to the powerful new taunt minions they added. The Stubborn Gastropod, Tar Creeper, Stonehill Defender, Tol'vir Stoneshaper, Stegodon, Nesting Roc, and Primordial Drake are all fantastic cards that elevate Taunt to a new platform. Taunt Warrior is legitimately viable even in tournaments, and that's not only thanks to the quest reward. Aggro isn't what it used to be, and the game is much better overall as a result.
Spells remain too powerful, and worse, impossible to mitigate against.
What do you guys think of this idea? Buffs, card draw, etc. would still work like normal, but you'd have to kill minions THAT DON'T HAVE Spell Taunt using...
Hero Power
Non-Targeted damage spells
Minions
Weapons
Spell
...while there's a Spell Taunt active.
Let's open this up to discussion.
You pretty much described what Mayor Noggenfogger is designed to do, except that he affects all targeting.
This is as asinine as saying that Taunt minions are like Mayor Noggenfogger. Literally the opposite of what you said.
Sorry I wrote it wrong at first, I meant to say that you could still kill any of the "non-spell taunt" minions on the board using those methods while there's a "Spell Taunt" minion active. You'd have plenty of options for how to deal with the board and can still attack hero, but spells have to be directed at the Spell Taunt guy.
There you go buddy.
If minions could have that text on them, that would also be good. But no, Spellbender sucks for the current meta, because it protects mages only. Plus it's Epic, so it will never have the widespread effect that the game needs.
So you started of by saying that the spells should have to first target the "spell taunt" minion just like normal taunt stops other minions from trading to other but then don't allow direct spells to kill it. So you want basically Arcane Nullifier X-21 type cards.
Or do you want them to have to first be destroyed before spells can be cast at other targets. Then allow spells to target it before other minions.
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“In the midst of chaos, there is also opportunity” ― Sun Tzu
So you started of by saying that the spells should have to first target the "spell taunt" minion just like normal taunt stops other minions from trading to other but then don't allow direct spells to kill it. So you want basically Arcane Nullifier X-21 type cards.
Or do you want them to have to first be destroyed before spells can be cast at other targets. Then allow spells to target it before other minions.
My brain stopped working there. I updated the post I meant minions that DON'T HAVE spell taunt, while there is a Spell Taunt minion active!
It's funny that you should mention quest mage as the target of this terrible idea. Not only is quest mage a bad archetype, but this idea does literally nothing to disrupt their OTK. What exactly is a "spell taunt" going to do against infinite fireballs? Good job OP. Yes, Kappa.
You address a real danger, that of so many spells going face.
But it is currently only a danger, I don't see it as a real problem, yet.
And spell taunt as a mechanic would kill spells as a whole. At most, you could have a Spellbender neutral minion as tech, but anything more than that would kill spells.
Honestly, instead of tech cards that end up in being utterly unreliable and/or useless overall, I prefer devs to keep an eye open on spells, and being extremely selective when they make new spell cards, about which can actually go to face and which cannot. IMO, very few new spells should be as versatile as Fireball. Most of them should be either Mind Blast or Tidal Surge-like.
Btw: Lorewalker Cho He won't protect you from lethal, but it's pretty brutal against a spell-intensive deck...
It's funny that you should mention quest mage as the target of this terrible idea. Not only is quest mage a bad archetype, but this idea does literally nothing to disrupt their OTK. What exactly is a "spell taunt" going to do against infinite fireballs? Good job OP. Yes, Kappa.
You don't realize how Quest Mage works obviously.
You don't explain why it would be "terrible".
In order for Quest Mage to function, the need to be able to control the board using spells. But if you have Spell Taunt, they'll be wasting their spells on those guys instead of destroying the really good cards in your deck... the same way Taunt has always worked for minions. You could build a much better board against any spell Mage if you knew they couldn't hit your best dudes with Polymorph, Fireball, Frostbolt, etc.
Hebbe84 makes a valid point. The quest mage has infinite fireballs.
you could have a board full of "spell taunt" minions it's not going to change anything for them. Just cause them the annoyance of having to kill all you're minions before they do infinite damage to face.
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“In the midst of chaos, there is also opportunity” ― Sun Tzu
If Mayor was 5 mana cost, we'd be in business as a 5/4 isn't awful for 5, it still domes for good damage. But 9 mana? No chance.
You're not wrong there, he is a harder tech/defensive card to justify in some circumstances, but if you have a good board and can put him out you can stall out aggro and burn decks while you work on assembling a combo or improving your board further for lethal.
Hebbe84 makes a valid point. The quest mage has infinite fireballs.
you could have a board full of "spell taunt" minions it's not going to change anything for them. Just cause them the annoyance of having to kill all you're minions before they do infinite damage to face.
As I said in my reply to him, the Quest Mage has a much lower chance of finishing their quest if you had Spell Taunt minions on the board. It would force them to play differently, change their deck, and waste spells on targets they don't want to be targeting. This gives you the real chance to kill them before they can get to the "infinite fireball" ideal stage
If minions could have that text on them, that would also be good. But no, Spellbender sucks for the current meta, because it protects mages only. Plus it's Epic, so it will never have the widespread effect that the game needs.
Are we playing the same game? so what you're saying is, that you think that non-minion cards have an too high impact in curvestone?! seriously? Maybe it would be a better idea to create a new play mode where only minions are allowed so that people like you don't get frustrated when they can't win every game even though they have more minions on the board.
Well that's just it. They don't care about your board they are a freeze mage variant which uses cards such as Blizzard and Frost Nova which aren't targeted to stall along with a doomsayer to clear. Then go for the combo which doesn't need to worry about you're board either.
Take this deck for example. The only spells you're stopping before the combo are frost bolt. Not really putting a kink in their plans. They go wide with spells usually not targeted till theyre ready to kill you.
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“In the midst of chaos, there is also opportunity” ― Sun Tzu
It's funny that you should mention quest mage as the target of this terrible idea. Not only is quest mage a bad archetype, but this idea does literally nothing to disrupt their OTK. What exactly is a "spell taunt" going to do against infinite fireballs? Good job OP. Yes, Kappa.
You don't realize how Quest Mage works obviously.
You don't explain why it would be "terrible".
In order for Quest Mage to function, the need to be able to control the board using spells. But if you have Spell Taunt, they'll be wasting their spells on those guys instead of destroying the really good cards in your deck... the same way Taunt has always worked for minions. You could build a much better board against any spell Mage if you knew they couldn't hit your best dudes with Polymorph, Fireball, Frostbolt, etc.
Use your brain, friend.
Yeah well fuck quest mage. Nothing wrong with cards that calm that disgusting deck down. Love to see a way to block their unlimited freezing spells and ice blocks. It's about time. The game needs more answers to the overpowered questions type of thing. Use your brain. Pretty obvious what deck you are playing. Cancer Mage with unlimited freeze and ice blocks. Most broken shit ever.
It's funny that you should mention quest mage as the target of this terrible idea. Not only is quest mage a bad archetype, but this idea does literally nothing to disrupt their OTK. What exactly is a "spell taunt" going to do against infinite fireballs? Good job OP. Yes, Kappa.
You don't realize how Quest Mage works obviously.
You don't explain why it would be "terrible".
In order for Quest Mage to function, the need to be able to control the board using spells. But if you have Spell Taunt, they'll be wasting their spells on those guys instead of destroying the really good cards in your deck... the same way Taunt has always worked for minions. You could build a much better board against any spell Mage if you knew they couldn't hit your best dudes with Polymorph, Fireball, Frostbolt, etc.
Use your brain, friend.
I guess you don't understand how utterly clueless you are, but I'm actually embarrassed on your behalf. Quest mage has Blizzard, Frost Nova and Doomsayer, virtually no single target removal. They don't care about your "spell taunt", why would they?
They can't Fireball, Polymorph (all generated from random effects if they have them, mind you) etc. your big dudes if you have spell taunt, sure. The thing that you clearly don't understand is that by the time you have "bid dudes" on the board, a quest, or freeze, mage doesn't really care about removing them anyway. The tempo loss of playing your "spell taunt" is going to gain the mage more on average than they would lose making it slightly more annoying to control the board.
It's clear that you don't have the slighest clue about how quest mage works, at least have the self-perception to realize it.
Hearthstone needs to have the equivalent of Taunt for spells that do damage, destroy, or negatively impact minions.
Just as with normal Taunt and attacks, a minion with "Spell Taunt" prevents the enemy from targeting what they'd like to hit, only with spells.
You can see how a (harmful) spell version of this ability would radically change the balance of the game for the better.
As it stands, Taunt minions are the only thing keeping Hearthstone from being unplayable trash. The new Un'Goro expansion has literally saved the game from being abandoned, thanks to the powerful new taunt minions they added. The Stubborn Gastropod, Tar Creeper, Stonehill Defender, Tol'vir Stoneshaper, Stegodon, Nesting Roc, and Primordial Drake are all fantastic cards that elevate Taunt to a new platform. Taunt Warrior is legitimately viable even in tournaments, and that's not only thanks to the quest reward. Aggro isn't what it used to be, and the game is much better overall as a result.
Spells remain too powerful, and worse, impossible to mitigate against.
What do you guys think of this idea? Buffs, card draw, etc. would still work like normal, but you'd have to kill minions THAT DON'T HAVE Spell Taunt using...
...while there's a Spell Taunt active.
Let's open this up to discussion.
If minions could have that text on them, that would also be good. But no, Spellbender sucks for the current meta, because it protects mages only. Plus it's Epic, so it will never have the widespread effect that the game needs.
So you started of by saying that the spells should have to first target the "spell taunt" minion just like normal taunt stops other minions from trading to other but then don't allow direct spells to kill it. So you want basically Arcane Nullifier X-21 type cards.
Or do you want them to have to first be destroyed before spells can be cast at other targets. Then allow spells to target it before other minions.
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
There you go buddy.
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Ok so you'd have to kill the "spell taunt" minion before you can cast spells at other targets again?
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
It's funny that you should mention quest mage as the target of this terrible idea. Not only is quest mage a bad archetype, but this idea does literally nothing to disrupt their OTK. What exactly is a "spell taunt" going to do against infinite fireballs? Good job OP. Yes, Kappa.
You address a real danger, that of so many spells going face.
But it is currently only a danger, I don't see it as a real problem, yet.
And spell taunt as a mechanic would kill spells as a whole.
At most, you could have a Spellbender neutral minion as tech, but anything more than that would kill spells.
Honestly, instead of tech cards that end up in being utterly unreliable and/or useless overall, I prefer devs to keep an eye open on spells, and being extremely selective when they make new spell cards, about which can actually go to face and which cannot.
IMO, very few new spells should be as versatile as Fireball. Most of them should be either Mind Blast or Tidal Surge-like.
Btw: Lorewalker Cho He won't protect you from lethal, but it's pretty brutal against a spell-intensive deck...
In order for Quest Mage to function, the need to be able to control the board using spells. But if you have Spell Taunt, they'll be wasting their spells on those guys instead of destroying the really good cards in your deck... the same way Taunt has always worked for minions. You could build a much better board against any spell Mage if you knew they couldn't hit your best dudes with Polymorph, Fireball, Frostbolt, etc.
Use your brain, friend.
Hebbe84 makes a valid point. The quest mage has infinite fireballs.
you could have a board full of "spell taunt" minions it's not going to change anything for them. Just cause them the annoyance of having to kill all you're minions before they do infinite damage to face.
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
This looks like a salt thread right here dude : http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/28947-group-therapy-need-to-blow-off-steam-mega-salty?page=1704
Well that's just it. They don't care about your board they are a freeze mage variant which uses cards such as Blizzard and Frost Nova which aren't targeted to stall along with a doomsayer to clear. Then go for the combo which doesn't need to worry about you're board either.
http://www.hearthpwn.com/decks/758724-ungoro-exodia-quest-mage-subrezons-theorycraft
Take this deck for example. The only spells you're stopping before the combo are frost bolt. Not really putting a kink in their plans. They go wide with spells usually not targeted till theyre ready to kill you.
“In the midst of chaos, there is also opportunity” ― Sun Tzu
My current disaster-piece
I win due to skill and lose due to bad RNG. :D
They tried it already (mage onty tho)
Wee Spellstopper
"Any spell that could target this minion must target this minion."
They're probably already testing an ability like this. I'd also like to see something to tip random effects in your favor.
"Any random ability that could target this minion (or your hero, or your opponent) must target this minion (or your hero, or your opponent) ."
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