I thought Quest Rogue was a Tier 2 deck. It's not as though it's dominating either. It sounds to me like it's appeasement to a p-o'd audience rather than a fix. Just IMO.
I thought about a couple of things that I don't get why they aren't a thing in Hearthstone. I'm not sure if this has already been suggested, and I don't believe I saw anything all that similar when looking back so here goes my 3rd suggestion. xD
Minion Tribe subtypes:
The Mech: Armor tribe would be a permanent on the battlefield that would rely on its controller's board state in order to function as an actual minion. Armor would be equipped to a minion by dragging it to a target minion under your control of your choice (that meets the requirements of that card, of course). Equipping Armor, IMO, would cost mana equal to the minion's casting cost to which it's being equipped. (I'd appreciate feedback about that). For example: You have Armor already on the battlefield. Then you cast "Novice Engineer". Let's say the specific Armor you control gives the equipped minion of casting cost 2 or more the Charge ability and +2 Attack. Ok, so you pay 2 for Novice Engineer, then you pay 2 to equip the Armor and vualá, your 1/1 is now a 3/[*].
Which brings me to my second point: Armor for Heroes is basically additional health, right? Well, Mech: Armor for minions would essentially act the same way, with the exception that the "health" of the Armor permanent that is equipped to a minion would, instead, replace the health of the minion. It would act as a Durability Value that could deplete when attacked by or attacking other minions or permanents on the battlefield. When the health of the equipped Mech: Armor reaches 0, it's destroyed and the equipped minion would return to the battlefield normally. In this case it would not be, unless otherwise stated, "resummoned" however.
Additional rules:
Mech: Armor is not considered a minion until it becomes equipped.
Mech: Armor has no Attack power; the [modified]Power of the equipped minion replaces the value of the Armor.
Only one Armor card can be equipped to a minion at a time unless otherwise specified.
Mech:Armor card suggestions:
That's all for now. I have a couple additional ideas regarding this, but it'll take some more pontificating to make work.
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FML...
Priests need to get their own god damn cards and play their own god damn deck...
FML..FML..FML...........
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I thought Quest Rogue was a Tier 2 deck. It's not as though it's dominating either. It sounds to me like it's appeasement to a p-o'd audience rather than a fix. Just IMO.
1
I thought about a couple of things that I don't get why they aren't a thing in Hearthstone. I'm not sure if this has already been suggested, and I don't believe I saw anything all that similar when looking back so here goes my 3rd suggestion. xD
Minion Tribe subtypes:
The Mech: Armor tribe would be a permanent on the battlefield that would rely on its controller's board state in order to function as an actual minion.
Armor would be equipped to a minion by dragging it to a target minion under your control of your choice (that meets the requirements of that card, of course).
Equipping Armor, IMO, would cost mana equal to the minion's casting cost to which it's being equipped. (I'd appreciate feedback about that).
For example: You have Armor already on the battlefield. Then you cast "Novice Engineer". Let's say the specific Armor you control gives the equipped minion of casting cost 2 or more the Charge ability and +2 Attack. Ok, so you pay 2 for Novice Engineer, then you pay 2 to equip the Armor and vualá, your 1/1 is now a 3/[*].
Which brings me to my second point:
Armor for Heroes is basically additional health, right?
Well, Mech: Armor for minions would essentially act the same way, with the exception that the "health" of the Armor permanent that is equipped to a minion would, instead, replace the health of the minion.
It would act as a Durability Value that could deplete when attacked by or attacking other minions or permanents on the battlefield. When the health of the equipped Mech: Armor reaches 0, it's destroyed and the equipped minion would return to the battlefield normally. In this case it would not be, unless otherwise stated, "resummoned" however.
Additional rules:
Mech: Armor card suggestions:
That's all for now. I have a couple additional ideas regarding this, but it'll take some more pontificating to make work.