Finally something that could force armor spamming warriors to stop and think every once in a while. The version of "remove your stuff and buff my health to infinity + infinite value" control deck has always been anti-fun. There's a reason why people call it "No fun allowed"-Warrior.
Now they need to think if they want to use another armor card and risk getting it burned off. No one in their right mind would ever include two of these in their decks so they can bait out the singleton and continue happily stacking armor.
This doesn't destroy warrior. Maybe the class will finally start playing the control game differently. It also finally gives a slight chance to win to combo decks vs warrior. I'm happy to see some cards are being printed to force the class to do something in the earlier stages of the game instead of just armor stack and brawl. Boring as fck.
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Imagine being so illiterate that you can't understand a simple argument. When did the bad warrior emote you?
Core class mechanic is a mechanic that the majority of the class' identity is build around, with this sometimes being reflected in the hero power (like in warrior's case). You'd be an idiot to argue that armor isn't warrior's core class mechanic. It is the classes ''thing'' and only one other class has a natural way of obtaining it (druid via hero power) while others need very specific cards to obtain some of it. It is not something that is just given to every class out there to use as freely as warrior does.
Druid's core mechanic is to ramp. It is the ramp class. Now imagine if a card came out and said ''Your opponent can't gain more than one mana crystal'' or something similar. Who does this card target? It targets one specific class, aiming at the one thing that it is its core mechanic. This isn't a conditional card that needs to meet some requirements to activate or that removes a small amount of advantage that your opponent has (like destroy one secret or steal a weapon for example). This is the main focus of your class just...gone.
The idea behind armor is to take warrior into the late game and punish their opponents in it. Your opponent is punished for not being able to deal with you quicker. Control warrior isn't this unstoppable force that no one can beat because of armor. This card punished that idea. It punishes you for doing what warrior is meant to do. That is why cards like it shouldn't exist.
On the sidenote: no, I don't think that this card is as good as some people believe it is. It will only see play if control warrior ever becomes a thing after this and at tournament play when you know that there will be warrior decks out there. The design is the problem, not the card itself.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
This card came a little bit too late for standard as Odd Warrior and the best Druid armor cards are gone. This card is needed to stop decks that rely too much on stalling and gaining armor which lead to unnecessarily long and frustrating games. Right now, it only does something against Control Warrior which doesn't gain as much armor as last year so this most likely won't see much play.
The main problem with it is how Warrior was designed around armor as a class. The Warrior hero power does nothing other than give a little bit of armor. It doesn't impact the board in any way and it doesn't progress you towards winning the game (like Hunter). To compensate for this, they created armor synergy cards for the class. Cards that take that number (armor amount) and do X thing with it. This new tech card is capable of nullifying completely the hero power and all its synergy cards instantly. Warrior doesn't just lose X amount of health. They lose the ability to use many of its class specific cards that are meant to compensate for the weak hero power. That's really bad. Whether or not this kills the class, it certainly targets and hurts it much, much more than any other class in the game. That's not a really fair thing, i'd say.
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
This card Is probably more than meta defining. It kills an entire archetype for a whole year. Basically of you want to play druid, Warrior or Paladin you have to play aggro or midrange beacause as soon as a control/combo deck pops up for one of these classes this card will be played. It basically has no drawbacks if you can afford a card in your deck, which Is very likely considering It's a 5/5 neutral. If It removed half of your opponent armor or of It had a deathrattle effect It wuold probably be more balanced.Now to everyone that thinks that control Warrior Is broken: you are right. It was and probably still and will be an Op deck but not beacause of armor but beacause blizzard still prints strong removal and cheap rush Minions for that class without printing anything as strong as those for aggro and midrange classes. Also now that Shaman got a 5/5 deal 10 damage to your opponent's face. Warrior with his armor and control cards could prevent quest Shaman to become God tier like It Is right now and the same can be applied to combo priest . Also please consider that armor Is the only thing that keeps otk decks like the draw a card deal death to your opponent Paladin and malygos decks in general from being popular which Is a good thing (Remember mind blast Priest and which class was keeping It from being God tier before the rotation).
This is illegal and even offensive against players. Class that are based on armour are just fucked up just by a common card with even good stats. We can just disenchant 95% of our cards after this expansion as the power level its like another game, its like comparing falling empires in magic with a random modern expansion , all happened suddenly and not slowly slowly.
I am just shocked how people will downote me too . Its crazyyyy
First of all, I don’t think you realize what illegal means... sex trafficking is illegal. Printing cards that counter certain deck types isn’t. You are blowing this WAY out of proportion. Cards like this already exist that counter other decks. There are quite a few cards that destroy enemy secrets, yet Secret decks are still a thing. This doesn’t destroy Warrior at all.
Man i was joking .. obviusly it s not illegal to make a card HAHAHAHAAHHA ARE YOU SERIUS ?
Apart of that you can build armour the whole game and use your entire resources on it and this can just anhilate it like nothing. Problably if this start to be a tech , warrior will have to use carefully armour cards, but this is just really strong, can you not see it?
You can destroy 30 armour that your oppo has slowly gained like nothing with a common 5/5... i mean the concept of warrior is to gain time with armour and then use spell or minions to gain back board control and kill different minions and in this way you gain value and tempo.. and now warrior(control obviusly... ) is fucked up just by a common card with even great stats... can you really not see it?!
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Imagine being so illiterate that you can't understand a simple argument. When did the bad warrior emote you?
Core class mechanic is a mechanic that the majority of the class' identity is build around, with this sometimes being reflected in the hero power (like in warrior's case). You'd be an idiot to argue that armor isn't warrior's core class mechanic. It is the classes ''thing'' and only one other class has a natural way of obtaining it (druid via hero power) while others need very specific cards to obtain some of it. It is not something that is just given to every class out there to use as freely as warrior does.
Druid's core mechanic is to ramp. It is the ramp class. Now imagine if a card came out and said ''Your opponent can't gain more than one mana crystal'' or something similar. Who does this card target? It targets one specific class, aiming at the one thing that it is its core mechanic. This isn't a conditional card that needs to meet some requirements to activate or that removes a small amount of advantage that your opponent has (like destroy one secret or steal a weapon for example). This is the main focus of your class just...gone.
The idea behind armor is to take warrior into the late game and punish their opponents in it. Your opponent is punished for not being able to deal with you quicker. Control warrior isn't this unstoppable force that no one can beat because of armor. This card punished that idea. It punishes you for doing what warrior is meant to do. That is why cards like it shouldn't exist.
On the sidenote: no, I don't think that this card is as good as some people believe it is. It will only see play if control warrior ever becomes a thing after this and at tournament play when you know that there will be warrior decks out there. The design is the problem, not the card itself.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
This card came a little bit too late for standard as Odd Warrior and the best Druid armor cards are gone. This card is needed to stop decks that rely too much on stalling and gaining armor which lead to unnecessarily long and frustrating games. Right now, it only does something against Control Warrior which doesn't gain as much armor as last year so this most likely won't see much play.
The main problem with it is how Warrior was designed around armor as a class. The Warrior hero power does nothing other than give a little bit of armor. It doesn't impact the board in any way and it doesn't progress you towards winning the game (like Hunter). To compensate for this, they created armor synergy cards for the class. Cards that take that number (armor amount) and do X thing with it. This new tech card is capable of nullifying completely the hero power and all its synergy cards instantly. Warrior doesn't just lose X amount of health. They lose the ability to use many of its class specific cards that are meant to compensate for the weak hero power. That's really bad. Whether or not this kills the class, it certainly targets and hurts it much, much more than any other class in the game. That's not a really fair thing, i'd say.
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
Man its not about shield slam, its about the control warrior archetype itself. With armour up you gain time and that time you can use it for giving more value to the cards that you play(for example clearing more minions with brawl) . I see very low knowledge about the game and the mechanichs on this forum, and even tho i try to explain things people can just not get it. You cant really think about shield slam or other shield cards couse as you said they dont need much armour to be usefull so as you aaid byyourself dont even mention it.
I mean i play only wild, control warrior is not usable anymore and i never liked to play it but this card just killed it in standard too.
Cards like this should exists only to prevent one strategy getting out of control, but like Eater Of Secrets comes too late, warrior control was GODLY few months before and is garbage right now.
But much more important, we need techs for other things, for example, 5 manas 5/5 battlecry "For the rest of the game all battlecry minions give 5 damage for the controller in addition to other effects", 5 manas 5/5 battlecry "Look opponent hand, choose a card from there and opponent discard the card, after that you discard two cards at random".
Cards like this should exists only to prevent one strategy getting out of control, but like Eater Of Secrets comes too late, warrior control was GODLY few months before and is garbage right now.
But much more important, we need techs for other things, for example, 5 manas 5/5 battlecry "For the rest of the game all battlecry minions give 5 damage for the controller in addition to other effects", 5 manas 5/5 battlecry "Look opponent hand, choose a card from there and opponent discard the card, after that you discard two cards at random".
you might as well make a card: "5 mana 5/5 'If your opponent is a Shaman, win the game".
I do agree that battlecry is a problem right now, but that's a bit extreme. I think something more along the lines of increasing the cost of all battlecry minions could work, that way control can't just annihilate that deck.
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Imagine being so illiterate that you can't understand a simple argument. When did the bad warrior emote you?
Core class mechanic is a mechanic that the majority of the class' identity is build around, with this sometimes being reflected in the hero power (like in warrior's case). You'd be an idiot to argue that armor isn't warrior's core class mechanic. It is the classes ''thing'' and only one other class has a natural way of obtaining it (druid via hero power) while others need very specific cards to obtain some of it. It is not something that is just given to every class out there to use as freely as warrior does.
Druid's core mechanic is to ramp. It is the ramp class. Now imagine if a card came out and said ''Your opponent can't gain more than one mana crystal'' or something similar. Who does this card target? It targets one specific class, aiming at the one thing that it is its core mechanic. This isn't a conditional card that needs to meet some requirements to activate or that removes a small amount of advantage that your opponent has (like destroy one secret or steal a weapon for example). This is the main focus of your class just...gone.
The idea behind armor is to take warrior into the late game and punish their opponents in it. Your opponent is punished for not being able to deal with you quicker. Control warrior isn't this unstoppable force that no one can beat because of armor. This card punished that idea. It punishes you for doing what warrior is meant to do. That is why cards like it shouldn't exist.
On the sidenote: no, I don't think that this card is as good as some people believe it is. It will only see play if control warrior ever becomes a thing after this and at tournament play when you know that there will be warrior decks out there. The design is the problem, not the card itself.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
This card came a little bit too late for standard as Odd Warrior and the best Druid armor cards are gone. This card is needed to stop decks that rely too much on stalling and gaining armor which lead to unnecessarily long and frustrating games. Right now, it only does something against Control Warrior which doesn't gain as much armor as last year so this most likely won't see much play.
The main problem with it is how Warrior was designed around armor as a class. The Warrior hero power does nothing other than give a little bit of armor. It doesn't impact the board in any way and it doesn't progress you towards winning the game (like Hunter). To compensate for this, they created armor synergy cards for the class. Cards that take that number (armor amount) and do X thing with it. This new tech card is capable of nullifying completely the hero power and all its synergy cards instantly. Warrior doesn't just lose X amount of health. They lose the ability to use many of its class specific cards that are meant to compensate for the weak hero power. That's really bad. Whether or not this kills the class, it certainly targets and hurts it much, much more than any other class in the game. That's not a really fair thing, i'd say.
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
Man its not about shield slam, its about the control warrior archetype itself. With armour up you gain time and that time you can use it for giving more value to the cards that you play(for example clearing more minions with brawl) . I see very low knowledge about the game and the mechanichs on this forum, and even tho i try to explain things people can just not get it. You cant really think about shield slam or other shield cards couse as you said they dont need much armour to be usefull so as you aaid byyourself dont even mention it.
I mean i play only wild, control warrior is not usable anymore and i never liked to play it but this card just killed it in standard too.
I already said it once and I will say it again. If you had enough time to accumulate a large enough supply of armor, enough that this card being dropped down devastated you that hard, you literally also have the mana to play other stuff, do more control related stuff. Maybe you'll have to be more proactive, instead of forcing it down to fatigue where the player with higher armor win. But is there anything wrong with that? Certainly better than winning a match because you have 20HP and 30 armor and your opponent just can't bother with playing anything anymore.
Also, a 5/5 isn't that great of a statline on a minion. If you play a card that counter only 2 class in the game, you have to also live with the fact that it's a dead card if class outside of those two become meta.
This card is certainly an unprecedented move, but people are greatly exaggerating it like the card owes them money or something. I'm more amused by the ridiculous reactions this forum have for it.
Now they need another tech card for sleepy priest. It's frustrating playing a control match against Priest. First five-six turns will be passed. Boring as fuck. They'd create a minion like "If your opponent doesn't play any card, deal 5 damage to his hero".
Over the last year I've wanted to see a spell, battlecry, or minion with the Armor Piercer effect, where damage would bypass armor and affect the health total directly.
This.... is more than I could have ever asked for.
Screw you, druids and warriors.
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Finally something that could force armor spamming warriors to stop and think every once in a while. The version of "remove your stuff and buff my health to infinity + infinite value" control deck has always been anti-fun. There's a reason why people call it "No fun allowed"-Warrior.
Now they need to think if they want to use another armor card and risk getting it burned off. No one in their right mind would ever include two of these in their decks so they can bait out the singleton and continue happily stacking armor.
This doesn't destroy warrior. Maybe the class will finally start playing the control game differently. It also finally gives a slight chance to win to combo decks vs warrior. I'm happy to see some cards are being printed to force the class to do something in the earlier stages of the game instead of just armor stack and brawl. Boring as fck.
As a warrior player I really don't care that this card exists.
However as a wild player this card means the world to me as I can finally kill 2k armor druid.
WHAT!? Am I seeing this? Sorry Druid and Warrior... wow this is probably gonna fit... until it doesn’t but what an armor up killer.
RIP Linecracker Druid
Geist already kills that druid, also useful against other decks.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
I'd never imagine they would print a COMMON card like this...
As a warrior main, I really hope they give more tempo and/or aggro support.
This card basically removes control warrior from play in standard for the next 15 or so months
In wild, armor is useless. Either your opponent stomps you or he throws an OTK broken combo in your face anyway...
Old Alexstraza is back! The real descent of dragons!
This card Is probably more than meta defining. It kills an entire archetype for a whole year. Basically of you want to play druid, Warrior or Paladin you have to play aggro or midrange beacause as soon as a control/combo deck pops up for one of these classes this card will be played. It basically has no drawbacks if you can afford a card in your deck, which Is very likely considering It's a 5/5 neutral. If It removed half of your opponent armor or of It had a deathrattle effect It wuold probably be more balanced.Now to everyone that thinks that control Warrior Is broken: you are right. It was and probably still and will be an Op deck but not beacause of armor but beacause blizzard still prints strong removal and cheap rush Minions for that class without printing anything as strong as those for aggro and midrange classes. Also now that Shaman got a 5/5 deal 10 damage to your opponent's face. Warrior with his armor and control cards could prevent quest Shaman to become God tier like It Is right now and the same can be applied to combo priest . Also please consider that armor Is the only thing that keeps otk decks like the draw a card deal death to your opponent Paladin and malygos decks in general from being popular which Is a good thing (Remember mind blast Priest and which class was keeping It from being God tier before the rotation).
Man i was joking .. obviusly it s not illegal to make a card HAHAHAHAAHHA ARE YOU SERIUS ?
Apart of that you can build armour the whole game and use your entire resources on it and this can just anhilate it like nothing. Problably if this start to be a tech , warrior will have to use carefully armour cards, but this is just really strong, can you not see it?
You can destroy 30 armour that your oppo has slowly gained like nothing with a common 5/5... i mean the concept of warrior is to gain time with armour and then use spell or minions to gain back board control and kill different minions and in this way you gain value and tempo.. and now warrior(control obviusly... ) is fucked up just by a common card with even great stats... can you really not see it?!
PRIEST
This card doesn't necessarily "kill" an archetype. It probably just keeps those decks in the tier 3 range, or low tier 2 at best.
And I was thinking about preordeing expansion just because of Deathwing warrior hero.Guess blizzard doesn't like money afterall lol
Not if I draw the geist too late
This I can draw as my last card in the deck and still ruin the stupid druid
Man its not about shield slam, its about the control warrior archetype itself. With armour up you gain time and that time you can use it for giving more value to the cards that you play(for example clearing more minions with brawl) . I see very low knowledge about the game and the mechanichs on this forum, and even tho i try to explain things people can just not get it. You cant really think about shield slam or other shield cards couse as you said they dont need much armour to be usefull so as you aaid byyourself dont even mention it.
I mean i play only wild, control warrior is not usable anymore and i never liked to play it but this card just killed it in standard too.
PRIEST
Cards like this should exists only to prevent one strategy getting out of control, but like Eater Of Secrets comes too late, warrior control was GODLY few months before and is garbage right now.
But much more important, we need techs for other things, for example, 5 manas 5/5 battlecry "For the rest of the game all battlecry minions give 5 damage for the controller in addition to other effects", 5 manas 5/5 battlecry "Look opponent hand, choose a card from there and opponent discard the card, after that you discard two cards at random".
To quote Nelson Muntz:
"Ha-ha!"
you might as well make a card: "5 mana 5/5 'If your opponent is a Shaman, win the game".
I do agree that battlecry is a problem right now, but that's a bit extreme. I think something more along the lines of increasing the cost of all battlecry minions could work, that way control can't just annihilate that deck.
I already said it once and I will say it again. If you had enough time to accumulate a large enough supply of armor, enough that this card being dropped down devastated you that hard, you literally also have the mana to play other stuff, do more control related stuff. Maybe you'll have to be more proactive, instead of forcing it down to fatigue where the player with higher armor win. But is there anything wrong with that? Certainly better than winning a match because you have 20HP and 30 armor and your opponent just can't bother with playing anything anymore.
Also, a 5/5 isn't that great of a statline on a minion. If you play a card that counter only 2 class in the game, you have to also live with the fact that it's a dead card if class outside of those two become meta.
This card is certainly an unprecedented move, but people are greatly exaggerating it like the card owes them money or something. I'm more amused by the ridiculous reactions this forum have for it.
Now they need another tech card for sleepy priest. It's frustrating playing a control match against Priest. First five-six turns will be passed. Boring as fuck. They'd create a minion like "If your opponent doesn't play any card, deal 5 damage to his hero".
Over the last year I've wanted to see a spell, battlecry, or minion with the Armor Piercer effect, where damage would bypass armor and affect the health total directly.
This.... is more than I could have ever asked for.
Screw you, druids and warriors.