Isn't that sort of the whole point of spells tho? (That they can ignore taunts)
If they implement spell taunts then there's not much difference between a spell and a weapon
You're don't understand: you can still attack anything you want using minions, weapons, or battlecry effects if a Spell Taunt guy is active. He doesn't ALSO have the normal Taunt function.
I do think there is some design space for a spell damage reduction minion, or spell cost increase minion. Loatheb is a well-designed card and the fact that it was an auto-include is a reflection of exactly what the OP is talking about. I didn't like that it was a battlecry - if the effect is attached to a living minion, then the interactivity is preserved.
Here's a hypothetical card I'm talking about. Cheap, low attack, totally useless against zoo decks that just spam minions or smorc, and yet interesting and important against burn decks depending on the situation. Not overpowered, not useless, but interesting.
Now imagine it available right now in the game. You put the guy it in your deck knowing that he might come in handy, then hope to play it at a crucial moment when your hero is nearly dead and your enemy has spells, or alongside something you're trying to protect from getting removed by a spell. At that point, either your opponent kills it using the many non-spell methods available, or they just use a spell to remove it and carry on with their plan. Is that so game breaking or terrible? I think it would be wonderful.
I don't like the idea in general, not being able to cast a spell/s on certain minion/s would cause some serious issues with all the already existing cards/mechanics. How would aoe spells work? There are too big of threats that can be only answered by cards like Siphon Soul and Sap that not being able to do this would break the game.
"Break the game"? C'mon man, you know that feeling when your opponent plays a Tar Creeper to protect his Stranglethorn Tiger? Does that "break the game" too? It may feel that way to you if you're on the losing side, but it's called strategy.
EDIT: Here's another example...
Maybe I should use the term "Spell Magnet" instead. Here's what the text would say...
When a spell is cast on a target, this minion is targeted instead.
That would mean it also mitigates against buffing your own dudes. "Spell Magnet" sounds a bit better and reduces the confusion.
OP: "Here's an interesting way you could disrupt and interact with your opponent's turn."
Hearthpwn: "YOU CAN'T INTERACT WITH MY SPELLS! THAT'S CHEAT!"
lmao
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Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
Imagine this situation with this "wonderful" idea of yours. Shaman plays Flamewreathed Faceless, drops this "Pearl Golem" of yours and Goldshire Footman. How can you remove the 7/7 if you don't have loads of minions already on board (which is never the case)?Yes, exactly. You can't. Wasting aoe removal on a single threat is not worth it so its not a real option either.
Alright let's look at your genius hypothetical example. And let's pretend there aren't hundreds of decks with combos 400% more powerful than what you're describing, which I'll assume you have no problem with.
So first of all it's turn 6 if you kept the coin this long (you didn't) or it's turn 7, which is prime time mid-game. So at this point in the game you have nothing on the board or in your hand that can kill a measly 2 health Footman? You have no charge minions, AOE, minions, weapons, battlecry minions, or significant taunt minions of your own?
Okay.
So deserve to lose the game. You should also uninstall Hearthstone (not that you actually play, judging by your post).
As soon as I saw the title I knew that this post was gonna bring up Quest Mage as the reason why we need spell taunt. But why? Spell taunt is useless against both forms of OTK Quest Mage.
As soon as I saw the title I knew that this post was gonna bring up Quest Mage as the reason why we need spell taunt. But why? Spell taunt is useless against both forms of OTK Quest Mage.
Alright, let's all accept that OTK Quest Mage is beyond anything this type of minion could solve.
Now let's continue the discussion for the other countless deck game matchups that could benefit
Damn, this is a sad thread. The OP had an interesting idea, can't we just have a pleasant conversation about the pros/cons?
We already have ways of preventing spell damage to certain minions (like Faerie Dragon) and a few ways of making your opponent pay a price for casting spells (Burgly Bully, the old Troggs, etc.) We have a way to make their spells cost more for a single turn (Loatheb). A different (new) option of defending against spells would be nice.
Maybe the OP's idea could use some fine tuning, but it's a start.
OP's idea may be somewhat interesting, but IMHO it could have such a high impact on the game that it would require much work on Blizz's part to do simulations, check stuff, possibly re-design other things, in order to keep balance / not make it worse.
So much so I highly doubt it will ever be implemented.
And if you just want to beat mage there are already good ways to do this .
Play with secrets destroyers and a lot of heal .
Nope. This kind of spell taunt would be used in aggressive way, dropping huge threats that could not be removed from the board. Rogues using coin, coin, coin prep mimic pod play this 2cost spell taunt and drop 14/14 edwin on turn 2 would not be game-breaking obviously.
I think most spell interaction cards have been mentioned. I think spell-taunt has a massive problem:
Against any deck mostly relying on minions and weapons for damage, this has no effect at all. This normally includes most metadecks.
It has no effect on battlecries or AOE like Equality and Volcano
Already decent attempts at similare effects like Wee Spellstopper and Animated Armor have proven far too weak for constructed.
This means, for spell-taunt to be viable, it HAS to be OP, like a 4-8 for 5. Then it would be the natural target for spells anyway, so why bother?
I'm glad to see there are some people who understand that the idea has potential. Obviously these kinds of things would need to be adjusted before it could be put in the game, but it's a reasonable concept that wouldn't break the game at all.
Already decent attempts at similare effects like Wee Spellstopper and Animated Armor have proven far too weak for constructed.
Those are both mage cards. Perhaps you don't understand the basic idea of what I'm suggesting: the cards I'm talking about would have to be common neutral cards. That's how you affect the meta and give new functions a chance to make a difference. As for being weak, guess what? That's what balance is for. Just look at the Tar Creeper, which is an overpowered Taunt minion in a way, designed to push taunt as viable. It worked, and the game benefited. The only mechanics that negatively affect the game when they're overpowered are aggro, spells, and snowballing effects.
Imagine this situation with this "wonderful" idea of yours. Shaman plays Flamewreathed Faceless, drops this "Pearl Golem" of yours and Goldshire Footman. How can you remove the 7/7 if you don't have loads of minions already on board (which is never the case)?Yes, exactly. You can't. Wasting aoe removal on a single threat is not worth it so its not a real option either.
Alright let's look at your genius hypothetical example. And let's pretend there aren't hundreds of decks with combos 400% more powerful than what you're describing, which I'll assume you have no problem with.
So first of all it's turn 6 if you kept the coin this long (you didn't) or it's turn 7, which is prime time mid-game. So at this point in the game you have nothing on the board or in your hand that can kill a measly 2 health Footman? You have no charge minions, AOE, minions, weapons, battlecry minions, or significant taunt minions of your own?
Okay.
So deserve to lose the game. You should also uninstall Hearthstone (not that you actually play, judging by your post).
Rofl. Judging by my post that makes 100% sense i should uninstall the game? I have played HS since closed beta, 25k+ ranked games wins, legend over 30 times so i think i know this game a bit better than you.
You are either trolling or you are extremely stupid if you cant realize why this kind of mechanic would break the game. I'm done discussing with you. I end this with legendary quote from Mark Twain.
"Never argue with stupid people, they will drag you down to their level and then beat you with experience."
And if you just want to beat mage there are already good ways to do this .
Play with secrets destroyers and a lot of heal .
Nope. This kind of spell taunt would be used in aggressive way, dropping huge threats that could not be removed from the board. Rogues using coin, coin, coin prep mimic pod play this 2cost spell taunt and drop 14/14 edwin on turn 2 would not be game-breaking obviously.
thought you were done arguing with stupid people.
as for op this would have to be put on a legendary first just so Blizz can see how it would pan out
I'm glad to see there are some people who understand that the idea has potential. Obviously these kinds of things would need to be adjusted before it could be put in the game, but it's a reasonable concept that wouldn't break the game at all.
Already decent attempts at similare effects like Wee Spellstopper and Animated Armor have proven far too weak for constructed.
Those are both mage cards. Perhaps you don't understand the basic idea of what I'm suggesting: the cards I'm talking about would have to be common neutral cards. That's how you affect the meta and give new functions a chance to make a difference. As for being weak, guess what? That's what balance is for. Just look at the Tar Creeper, which is an overpowered Taunt minion in a way, designed to push taunt as viable. It worked, and the game benefited. The only mechanics that negatively affect the game when they're overpowered are aggro, spells, and snowballing effects.
Come on, the effect IS similar to what you are suggesting, and it did not work out, mage card or not. There are other practically similar cards as well, you are nitpicking.
Taunt has always been viable and is a powerful mechanic, it has had an important place in the meta since the Sunwalker days. I just can't see how "spell taunt" would be useful without having stats blown up above the vanilla test. Seeing how "can't be targetted by heropowers and spells" is worth less that 1 statpoint of value, "spell taunt" is even worse. I have explained why.
The only function would be to counter some buff-otk deck playing very few minions. Those do not need countertech, and Loatheb would still do it better.
So you load up your board with "spell taunts" and then the freeze mage plays nova doomsayer. Then you cry because you filled your deck with bad tech cards, that only target a couple classes, which just so happen to die to the aoe of the classes you are targeting to begin with.
Dirty rat breaks up combos way better than "spell taunt" ever could. There are ways to counter combo mage decks that are already in the game. You just have to use them.
What about a relatively cheap minion that makes all spells cost (1) or (2) more as long as it is on the board? Kind of like Nerub'ar Weblord, but for spells. It is more balanced than Loatheb because it applies to both players. It would make it hard for your opponent to combo lots of spells together until they kill this minion.
What about a relatively cheap minion that makes all spells cost (1) or (2) more as long as it is on the board? Kind of like Nerub'ar Weblord, but for spells. It is more balanced than Loatheb because it applies to both players. It would make it hard for your opponent to combo lots of spells together until they kill this minion.
I'd like this, even if it only affected your enemy. If he wants to make your spells more expensive he can play it when he thinks you might.
I also think Hearthstone could use minions that reduce the damage of spells by 1.
I also think a lot of spells should have a "preparation" period that warns the opponent that it's going to happen at the start of the enemy's next turn, similar to how normal minions sleep (unless they're charge minions)
Obviously if you were going to add preparation you would need to design cards accordingly, by making the preparing spells cost less, do more, etc. Changing the existing cards would never happen but I don't think having an immediate effect is such a sacred cow.
A battlecry that makes spells cost more would be good, but I don't really like the idea of it screwing over buffs, card draw, and non-damage spells. That's why I like the idea of a minion that specifically mitigates damage spells and not others.
Obviously if you were going to add preparation you would need to design cards accordingly, by making the preparing spells cost less, do more, etc. Changing the existing cards would never happen but I don't think having an immediate effect is such a sacred cow.
A battlecry that makes spells cost more would be good, but I don't really like the idea of it screwing over buffs, card draw, and non-damage spells. That's why I like the idea of a minion that specifically mitigates damage spells and not others.
Someone mentioned the idea of a minion that reduces the spell damage your opponent can do. What about a 3 mana 1/4 minion that gives your opponent -2 spell damage. That would be interesting - not super threatening on board but problematic for aggro Shamans and Mages. A Mage could still kill it on curve with a Fireball, but it would definitely take some resources to get rid of that minion.
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Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
Don't be an ass
As soon as I saw the title I knew that this post was gonna bring up Quest Mage as the reason why we need spell taunt. But why? Spell taunt is useless against both forms of OTK Quest Mage.
So the discussion has gone from it being...
Sounds like typical theorycrafting on a discussion board.
Damn, this is a sad thread. The OP had an interesting idea, can't we just have a pleasant conversation about the pros/cons?
We already have ways of preventing spell damage to certain minions (like Faerie Dragon) and a few ways of making your opponent pay a price for casting spells (Burgly Bully, the old Troggs, etc.) We have a way to make their spells cost more for a single turn (Loatheb). A different (new) option of defending against spells would be nice.
Maybe the OP's idea could use some fine tuning, but it's a start.
You want doesn't equal we need
Dibbity don't touch that!
OP's idea may be somewhat interesting, but IMHO it could have such a high impact on the game that it would require much work on Blizz's part to do simulations, check stuff, possibly re-design other things, in order to keep balance / not make it worse.
So much so I highly doubt it will ever be implemented.
A spell taunt would only be useful vs mage .
And if you just want to beat mage there are already good ways to do this .
Play with secrets destroyers and a lot of heal .
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I'm glad to see there are some people who understand that the idea has potential. Obviously these kinds of things would need to be adjusted before it could be put in the game, but it's a reasonable concept that wouldn't break the game at all.
Those are both mage cards. Perhaps you don't understand the basic idea of what I'm suggesting: the cards I'm talking about would have to be common neutral cards. That's how you affect the meta and give new functions a chance to make a difference. As for being weak, guess what? That's what balance is for. Just look at the Tar Creeper, which is an overpowered Taunt minion in a way, designed to push taunt as viable. It worked, and the game benefited. The only mechanics that negatively affect the game when they're overpowered are aggro, spells, and snowballing effects.
playing wild
~nomad
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
So you load up your board with "spell taunts" and then the freeze mage plays nova doomsayer. Then you cry because you filled your deck with bad tech cards, that only target a couple classes, which just so happen to die to the aoe of the classes you are targeting to begin with.
Dirty rat breaks up combos way better than "spell taunt" ever could. There are ways to counter combo mage decks that are already in the game. You just have to use them.
What about a relatively cheap minion that makes all spells cost (1) or (2) more as long as it is on the board? Kind of like Nerub'ar Weblord, but for spells. It is more balanced than Loatheb because it applies to both players. It would make it hard for your opponent to combo lots of spells together until they kill this minion.
Obviously if you were going to add preparation you would need to design cards accordingly, by making the preparing spells cost less, do more, etc. Changing the existing cards would never happen but I don't think having an immediate effect is such a sacred cow.
A battlecry that makes spells cost more would be good, but I don't really like the idea of it screwing over buffs, card draw, and non-damage spells. That's why I like the idea of a minion that specifically mitigates damage spells and not others.