There are all kinds of powerful ways to counter weak minions, weapons, secrets, etc... but we need a better way to combat "reach" (i.e., when you can attack past a taunt, e.g., Fireball or hunter hero power). And high reach decks are just so frustrating to play against...
I'm thinking a card with the text: "Your hero cannot be targeted".
Idea: 2 mana 1/4 "your hero cannot be targeted" would be an awesome yet balanced counter to face decks (the card text would have to be nullifed under stealth though, like taunt is). It would force trading with 1-drops (usually 2 for 1), but your opponent could trade with it very efficiently if playing a midrange or control deck.
Thoughts? Are there other ideas on how to counter "Reach"?
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
Giving a neutral card a hero immunity would be abused by weapon classes. Immune is entirely beneficial, it would prevent the hero from being hit by random effects.
Other differences from "Immune" (in addition to not taking damage while using weapons):
- Warlock power would still do 2 damage - "Damages all enemies" (e.g., Consecration) would still have an effect - Leper Gnome would still have an effect. - Boom Bot and Knife Juggler could still hit face
"Immune" is probably just a tiny bit TOO powerful, hence "Your hero can't be targeted"
Another option, "Your hero can't be targeted or damaged by hero powers", so that it counters the hunter hero power like it would the mage hero power.
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
That's a good idea, like the way Faerie Dragon works.
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
That's a good idea, like the way Faerie Dragon works.
Similarly, maybe the wording could be "Hero cannot be targeted by minions, spells, or hero powers"
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
That's a good idea, like the way Faerie Dragon works.
Similarly, maybe the wording could be "Hero cannot be targeted by minions, spells, or hero powers"
Why not simply cannot be targeted by spells, or hero powers.
Being hit repetitively by minions is not reach. You losed the board. You had no chances at stabilizing this game. The same wording as the 2/5 taunt, 4/6 and 3/2 is ok in my opinion. The minion would simply affect the Hero instead of itself.
Like a Legendary for 2-mana... 1/2 your Hero can't be targeted by spells or hero powers. It would be playable for a small cost...
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Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
That's a good idea, like the way Faerie Dragon works.
Similarly, maybe the wording could be "Hero cannot be targeted by minions, spells, or hero powers"
Why not simply cannot be targeted by spells, or hero powers.
Being hit repetitively by minions is not reach. You losed the board. You had no chances at stabilizing this game. The same wording as the 2/5 taunt, 4/6 and 3/2 is ok in my opinion. The minion would simply affect the Hero instead of itself.
Like a Legendary for 2-mana... 1/2 your Hero can't be targeted by spells or hero powers. It would be playable for a small cost...
That could make sense too. De-powers it a bit.
I guess I want it also to be a good initial defence against 1 drops.
A mechanic to counter that is already in the game and is called healing, which counters mana to inflict direct face damage by using mana to directly increase health.
There are all kinds of powerful ways to counter weak minions, weapons, secrets, etc... but we need a better way to combat "reach" (i.e., when you can attack past a taunt, e.g., Fireball or hunter hero power). And high reach decks are just so frustrating to play against...
I'm thinking a card with the text: "Your hero cannot be targeted".
Idea: 2 mana 1/4 "your hero cannot be targeted" would be an awesome yet balanced counter to face decks (the card text would have to be nullifed under stealth though, like taunt is). It would force trading with 1-drops (usually 2 for 1), but your opponent could trade with it very efficiently if playing a midrange or control deck.
Thoughts? Are there other ideas on how to counter "Reach"?
I like the idea a lot. I feel like it would be utterly abused in priest decks, maybe prevent allied spells from targeting heroes as well, so no rockbiter, light of the naaru, or even priest hero power.
isn't that what Immune does?
You can't stop the signal.
Giving a neutral card a hero immunity would be abused by weapon classes. Immune is entirely beneficial, it would prevent the hero from being hit by random effects.
Other differences from "Immune" (in addition to not taking damage while using weapons):
- Warlock power would still do 2 damage
- "Damages all enemies" (e.g., Consecration) would still have an effect
- Leper Gnome would still have an effect.
- Boom Bot and Knife Juggler could still hit face
"Immune" is probably just a tiny bit TOO powerful, hence "Your hero can't be targeted"
Another option, "Your hero can't be targeted or damaged by hero powers", so that it counters the hunter hero power like it would the mage hero power.
That's a good idea, like the way Faerie Dragon works.
Similarly, maybe the wording could be "Hero cannot be targeted by minions, spells, or hero powers"
And it should be a dragon. Would probably throw dragon decks right into the world of viability.
Why not simply cannot be targeted by spells, or hero powers.
Being hit repetitively by minions is not reach. You losed the board. You had no chances at stabilizing this game. The same wording as the 2/5 taunt, 4/6 and 3/2 is ok in my opinion. The minion would simply affect the Hero instead of itself.
Like a Legendary for 2-mana... 1/2 your Hero can't be targeted by spells or hero powers. It would be playable for a small cost...
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
That could make sense too. De-powers it a bit.
I guess I want it also to be a good initial defence against 1 drops.
This is where we need the "Ethereal" keyword ie Ethereal = cannot be targeted by spells or hero powers.
then just have a minion have the wording "your hero is Ethereal"
and faerie dragon and spectral knight would just be Ethereal
Here would be a crazy mechanic:
"Damage done to your hero is also done to the enemy hero"
A mechanic to counter that is already in the game and is called healing, which counters mana to inflict direct face damage by using mana to directly increase health.