So your suggestion is a 4 mana 2/4? Sounds like someone was looking at Eater of Secrets and though "hmm. There's an anti-secret card, and I lose to control warrior a lot. Let's make a card useless against 8 classes and OP against another. I'm a GENIUS"
See tech cards are definitely interesting but hearthstone never has had a meta in which a tech card was good, and it probably never will. You can tech against a meta, but cards that have the singular purpose of teching against a specific mechanic won't see play because at least half the classes don't use that mechanic and so usually less than half the meta uses the mechanic. Warrior is actually fine with gaining armor in my opinion. the decks that utilize huge walls of armor usually die to strong tempo and decks that deal with strong tempo well don't have time for all that armor. Really my only problem is that combo decks are so weak against warrior. I think that this is relatively little of a problem but since those are most of what I play it makes me sad. I personally would not run an anti armor tech in any combo deck because it would be usesless most of the time and combo decks are so fine tuned.
Basically the only reason that an armor tech would be useful is in decks that don't have space for it making it a useless card. I don't think hearthstone needs useless cards, heck I have won games off magma rager but even he has a purpose, occasionally trade up to turn your marginal advantage into a big one.
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Just fill your deck with one drops, that is creative deck design, right?
it would still be good even at 2 mana, but maybe you change it so it can target face :P
I'll pretend I didn't read this.
The problem with most of Card Games playerbase is that either people want an OP card or want that card to be unplayable. Rofl.
you know i was joking right? I know it going Face would be broken lol. Like i said, even at 2 mana Shield slam would be really good with all the armor gain CW has.
Again, just let Alexstrasza destroy armor again, Aggro decks can't use her and it will give a chance for Freeze Mage.
The Card costs 9 mana, so the warrior will still have a chance to armor back up if he played around it.
A 9 mana (usually 8) 8/8 with battlecry: deal 15 damage to the enemy hero does not need any sort of buff. There's a reason it was on most nerf prediction lists.
Most Control decks beat Aggro but loses to Combo. Armor is op because it allows Control Warriors to have a high winrate against both Aggro/Combo decks, which is why Control Warrior has always been the most consistent Control deck since beta.
The problem is not the Hero Power, but Shield Slam and Justicar Trueheart.
Shield Slam is just too efficient, most of the time it is a 1mp Assassinate. I think it should be nerfed to consume armor equivalent to the target's current hp. Even then its still really good.
Justicar Trueheart's effect for Warrior is too op because most decks only have a finate amount of damage (this applies to Control decks as well). If all damage sources are dealt with, the 4 armor gain per turn will exceed every other sustained damage (eg. other Hero Powers). This forces opponents to flood the board to try and kill the Warrior before his hp+armor gets out of reach, but this plays into Brawl. I don't think a Justicar Trueheart nerf is required as it's going to phase out of Standard next year, but I hope Blizzard does not print something with this effect ever again (not that I don't like the concept of Justicar Trueheart, but the balancing was horrible).
I am not speaking on behalf of only Aggro decks, but also Combo decks and Control decks. Most Control decks beat Aggro but loses to Combo. Armor is op because it allows Control Warriors to have a high winrate against both Aggro/Combo decks, which is why Control Warrior has always been the most consistent Control deck since beta.
Very very very bad idea. An eater of armor would currently target only few decks, which are not extremely relevant in the current metagame:
a. Control Warrior (C'thun and classic) b. Freeze mage c. Token Druid if he runs Feral Rage and gets the armor from it
Freeze mage not being a ladder deck right now and this token druid possibility being very very situational, there's actually only two decks which are targeted: Control Warrior and C'thun Warrior. Not Dragon Warrior or Tempo Warrior. According to Vicious Syndicate Date Reaper Report, C'thun and Control Warrior together represent 10% of the decks played at legend ranks. Ok, 10% of the decks played, that's something. But when do Control/C'thun Warriors get the chance to stack armor? Obviously not against: Dragon Warrior (13%), Token Druid (10%), Aggro Shaman (6.66 (LUL)%), Midrange Shaman (5%), Zoolock (8%), Hunter (±9%), etc., etc. Concretely, they never get the chance to stack armor except in mirror match up, but in that case it's not a problem.
Well, there's still Brann + Shieldbearer that gives +20 armor. That's frustrating, that's true.
BUT: is it worth teching one card against this case? is your opponent even winning every time he does that? Often, yeah, but sometimes it's just like this renolock that heals for 25 then gets OTKed just after…
Beware: i'm not saying Warrior does not need to be revised or that the other classes should be buffed in order to be able to compete with Warrior. Warrior is imho the best class currently: it has the best tempo deck (dragon and tempo), the best control deck (C'thun/N'zoth/Dragon), one of the best aggro decks (pirate (yeah yeah, it's very good, even if aggro sham is ahead), the best combo deck (Worgen OTK). And that comes from an overall consistency of the class (Fiery War Axe (a sort of "2 Darkbomb in one card for 2 mana"), Shield Slam (1 mana Assassinate orStormcrack), Execute, Slam, Alexstrasza's Champion, Battle Rage, etc., etc.). I even sometimes say that you only need to put 2 Fiery Win Axe and 28 random cards to get to legend…
This thread topic has been posted and reposted many times. It has never been aggro players who have a concern with armor. Their minions are dealing with it in small proportions. It's normally combo, fatigue and OTK decks that have concerns due to their tendency to keep the board in a neutral state and then drop their win condition. Against every other class, freeze mage, malygos rogue, raging worgen warrior and all other decks built to do exactly 30 damage just have to survive long enough to pull off the combo. Against warrior, they need to figure out how to deal with all the extra armor.
People playing these decks want to see some way to get through all of the armor that warriors can amass. Even if it's a shitty tech card that nobody else would use, these decks would throw it in as it helps them stand a chance against their unwinnable matchup. Us combo players get annoyed that a warrior can figure out what our deck is and then just wait and armor up and automatically win. Maybe you think people who play OTK decks are assholes who deserve to lose every warrior matchup. Fine that's your opinion. Our opinion is that a tech card should be in place. Shrugging it off as us being aggro whiners honestly doesn't help facilitate the discussion.
So like your reasoning we need a eater of spells against rogue , eater of small minions against zoo , eater of mana crystals against druid , eater of 7/7 against shaman ecc... has no sense
Make an eater of spells (Trogzor, Loatheb and Counterspell have some of those aspects). Make an eater of 7/7's (hello BGH). Make an eater of mana crystals (I would actually love to see this). Just give us a tool to make our worst matchup doable! People spend hours upon hours whining about how priest is useless and so awful even though it has some fairly viable decks. Us OTK players want to be able to give some feedback as well without being flamed and shut down right away. Is the Eater of Armor suggested in this thread too broken? I personally think so. But I want to see some way of all armor being removed. Making comments like, "damage is what removes armor" is like me saying "damage is what removes Flamewreathed Faceless to everyone pissed off about that card".
If you play a control deck like NZoth Paladin and Priest, and play it correctly, you will out value control warrior and win regardless of his life total. If you play a strong midrange deck like Hunter you can do more than enough damage because he cannot react to solid midrange threats that must be taken out one at a time. Armor is only super unfair versus combo, against Aggro it's really just a fair amount of healing. Also we only have a half to 3/4 of a year more with Justicar, so it will get less ridiculous soon. Making one card that will forever invalidate an entire archetype for a class just isn't fair.
so is it that it's useless? or that it invalidates an archetype? it can't be both. Its purpose is to tech and help a particular matchup / set of matchups.
Also I actually love the idea of a minion that does double damage versus armor. Or an armor piercing unit. Both would be helpful tech cards as well.
I dislike hard counter style tech cards, period. Including one is a binary decision based on how the meta looks, if there are enough targets (in this case control warrior) then you include the card, otherwise you don't. Playing it is also usually something you do without much thought, and there is rarely anything your opponent can do to play around it.
You'll be frustrated whenever you draw the useless card against anything that's not a control warrior. The control warrior player will be frustrated because he/she will straight up lose to a single card that can't be played around, because a control warrior can't exactly choose to not armor up.
It's better to have cards that are always useful to some degree (be it through decent stats or something else), but better against certain decks, like board clears. Cards that completely destroy a single class/deck/whatever, and are useless against everything else, are just not fun for anyone and often ends up never used because the meta is in a wrong state. old BGH suffered from this, being a card that almost lost you the game by drawing it against aggro, but would win it whenever you found a target, and was a mandatory inclusion in every non-aggro deck because of how the meta was. There was no strategy involved with BGH, you just played it when it had a target, and were sad whenever it didn't.
A better way to design an "armor eater" would be through an effect that works against any class, but is extra good against control warrior. For example something with "If your opponent didn't lose any health at the end of your turn, gain +2/+2". Such a card would work against any deck as long as you're hitting their minions (or just passing the turn), but it's only against control warrior that you can also hit their face and still get the effect,
Another one would be a card that causes your opponent to lose health instead of taking damage, thus bypassing armor (and ice block).
I love the idea of armor piercing attacks, and i suppose gaining stats if opponent didnt lose health is cool too. I just don't like if there is something that can beat you, and you can even know that it will come up, but you cannot counter it without just changing to a new deck. But that's what teching is about, in my opinion. you build your deck, and you tweak your deck to help you in the current meta. Not, hmm what are the best netdecks at the time. Oh my deck isn't the best now, let me switch to the new one for the day/week, because my current one is useless now.
Deck design and tweaking is a skill that should be rewarded. Picking the right cards is part of that. I mean really, all the cards can't always be useful, there are TONS of cards that no one plays. So make the cards useful siutaitonally at least, and then people will play them when they think its advantageous, and they won't when it's not paying off.
But I agree with making anti-armor that would be more useful in a wider variety of situations, your ideas are quite nice (the armor-piercing, or stat increases if you don't deal damage to their HP)
I dislike hard counter style tech cards, period. Including one is a binary decision based on how the meta looks, if there are enough targets (in this case control warrior) then you include the card, otherwise you don't. Playing it is also usually something you do without much thought, and there is rarely anything your opponent can do to play around it.
You'll be frustrated whenever you draw the useless card against anything that's not a control warrior. The control warrior player will be frustrated because he/she will straight up lose to a single card that can't be played around, because a control warrior can't exactly choose to not armor up.
It's better to have cards that are always useful to some degree (be it through decent stats or something else), but better against certain decks, like board clears. Cards that completely destroy a single class/deck/whatever, and are useless against everything else, are just not fun for anyone and often ends up never used because the meta is in a wrong state. old BGH suffered from this, being a card that almost lost you the game by drawing it against aggro, but would win it whenever you found a target, and was a mandatory inclusion in every non-aggro deck because of how the meta was. There was no strategy involved with BGH, you just played it when it had a target, and were sad whenever it didn't.
A better way to design an "armor eater" would be through an effect that works against any class, but is extra good against control warrior. For example something with "If your opponent didn't lose any health at the end of your turn, gain +2/+2". Such a card would work against any deck as long as you're hitting their minions (or just passing the turn), but it's only against control warrior that you can also hit their face and still get the effect,
Another one would be a card that causes your opponent to lose health instead of taking damage, thus bypassing armor (and ice block).
The kind of people who care about having this card don't care about a card that is good against other classes. All they want is something to remove warrior armor. I will take one dead card against other matchups if it means I can possibly win another unwinnable one.
"The control warrior player will be frustrated because he/she will straight up lose to a single card that can't be played around, because a control warrior can't exactly choose to not armor up."
Now the warrior will know how every single freeze mage and OTK shaman feels when they get matched up against a warrior. Also, that statement is incorrect. Warriors have cards like Ancient Shieldbearer and Shield Block that they CHOOSE to use at certain points. If you're sitting at 20+ armor, now you have to decide whether you're going to blow a card to bump that higher or try to play around a potential armor removal. If the tech card costs 4 mana or higher, there's no way an opponent will OTK you, instead having to take two turns to do so, giving you some wiggle room. Most classes won't run it so you'll be safe in most cases but against freeze mage you'll have to be aware. When I play against freeze mage or miracle rogue as control shaman, I have to be aware of my health total at all times and be wise about when I play my Healing Wave.
So your suggestion is a 4 mana 2/4? Sounds like someone was looking at Eater of Secrets and though "hmm. There's an anti-secret card, and I lose to control warrior a lot. Let's make a card useless against 8 classes and OP against another. I'm a GENIUS"
No. Just no.
See tech cards are definitely interesting but hearthstone never has had a meta in which a tech card was good, and it probably never will. You can tech against a meta, but cards that have the singular purpose of teching against a specific mechanic won't see play because at least half the classes don't use that mechanic and so usually less than half the meta uses the mechanic. Warrior is actually fine with gaining armor in my opinion. the decks that utilize huge walls of armor usually die to strong tempo and decks that deal with strong tempo well don't have time for all that armor. Really my only problem is that combo decks are so weak against warrior. I think that this is relatively little of a problem but since those are most of what I play it makes me sad. I personally would not run an anti armor tech in any combo deck because it would be usesless most of the time and combo decks are so fine tuned.
Basically the only reason that an armor tech would be useful is in decks that don't have space for it making it a useless card. I don't think hearthstone needs useless cards, heck I have won games off magma rager but even he has a purpose, occasionally trade up to turn your marginal advantage into a big one.
Just fill your deck with one drops, that is creative deck design, right?
Again, just let Alexstrasza destroy armor again, Aggro decks can't use her and it will give a chance for Freeze Mage.
The Card costs 9 mana, so the warrior will still have a chance to armor back up if he played around it.
Hearthstone is a game of "copy and pasting"
We have an eater or armor. It's called damage.
CCGing since '98.
We could use a 8-9 mana card that gets +2/+0 or so for every 5 health the opponent is missing though. Legendary obviously.
Probably too good though.
Most Control decks beat Aggro but loses to Combo. Armor is op because it allows Control Warriors to have a high winrate against both Aggro/Combo decks, which is why Control Warrior has always been the most consistent Control deck since beta.
The problem is not the Hero Power, but Shield Slam and Justicar Trueheart.
Shield Slam is just too efficient, most of the time it is a 1mp Assassinate. I think it should be nerfed to consume armor equivalent to the target's current hp. Even then its still really good.
Justicar Trueheart's effect for Warrior is too op because most decks only have a finate amount of damage (this applies to Control decks as well). If all damage sources are dealt with, the 4 armor gain per turn will exceed every other sustained damage (eg. other Hero Powers). This forces opponents to flood the board to try and kill the Warrior before his hp+armor gets out of reach, but this plays into Brawl. I don't think a Justicar Trueheart nerf is required as it's going to phase out of Standard next year, but I hope Blizzard does not print something with this effect ever again (not that I don't like the concept of Justicar Trueheart, but the balancing was horrible).
I am not speaking on behalf of only Aggro decks, but also Combo decks and Control decks. Most Control decks beat Aggro but loses to Combo. Armor is op because it allows Control Warriors to have a high winrate against both Aggro/Combo decks, which is why Control Warrior has always been the most consistent Control deck since beta.
Armor will be getting a nerf, Justicar rotating out of standard.
I'd really like to see a minion that ignores armour. (Call the mechanic Piercing or something)
Illidan Stormrage
Give me free packs: https://battle.net/recruit/HR62XS5TRN?blzcmp=raf-hs&s=HS&m=pc
Very very very bad idea.
An eater of armor would currently target only few decks, which are not extremely relevant in the current metagame:
a. Control Warrior (C'thun and classic)
b. Freeze mage
c. Token Druid if he runs Feral Rage and gets the armor from it
Freeze mage not being a ladder deck right now and this token druid possibility being very very situational, there's actually only two decks which are targeted: Control Warrior and C'thun Warrior. Not Dragon Warrior or Tempo Warrior.
According to Vicious Syndicate Date Reaper Report, C'thun and Control Warrior together represent 10% of the decks played at legend ranks.
Ok, 10% of the decks played, that's something.
But when do Control/C'thun Warriors get the chance to stack armor? Obviously not against: Dragon Warrior (13%), Token Druid (10%), Aggro Shaman (6.66 (LUL)%), Midrange Shaman (5%), Zoolock (8%), Hunter (±9%), etc., etc.
Concretely, they never get the chance to stack armor except in mirror match up, but in that case it's not a problem.
Well, there's still Brann + Shieldbearer that gives +20 armor. That's frustrating, that's true.
BUT: is it worth teching one card against this case? is your opponent even winning every time he does that? Often, yeah, but sometimes it's just like this renolock that heals for 25 then gets OTKed just after…
Beware: i'm not saying Warrior does not need to be revised or that the other classes should be buffed in order to be able to compete with Warrior.
Warrior is imho the best class currently: it has the best tempo deck (dragon and tempo), the best control deck (C'thun/N'zoth/Dragon), one of the best aggro decks (pirate (yeah yeah, it's very good, even if aggro sham is ahead), the best combo deck (Worgen OTK).
And that comes from an overall consistency of the class (Fiery War Axe (a sort of "2 Darkbomb in one card for 2 mana"), Shield Slam (1 mana Assassinate orStormcrack), Execute, Slam, Alexstrasza's Champion, Battle Rage, etc., etc.).
I even sometimes say that you only need to put 2 Fiery Win Axe and 28 random cards to get to legend…
How about "an no".
Release the Kraken!
If you play a control deck like NZoth Paladin and Priest, and play it correctly, you will out value control warrior and win regardless of his life total. If you play a strong midrange deck like Hunter you can do more than enough damage because he cannot react to solid midrange threats that must be taken out one at a time. Armor is only super unfair versus combo, against Aggro it's really just a fair amount of healing. Also we only have a half to 3/4 of a year more with Justicar, so it will get less ridiculous soon. Making one card that will forever invalidate an entire archetype for a class just isn't fair.
so is it that it's useless? or that it invalidates an archetype? it can't be both. Its purpose is to tech and help a particular matchup / set of matchups.
Also I actually love the idea of a minion that does double damage versus armor. Or an armor piercing unit. Both would be helpful tech cards as well.
I dislike hard counter style tech cards, period. Including one is a binary decision based on how the meta looks, if there are enough targets (in this case control warrior) then you include the card, otherwise you don't. Playing it is also usually something you do without much thought, and there is rarely anything your opponent can do to play around it.
You'll be frustrated whenever you draw the useless card against anything that's not a control warrior.
The control warrior player will be frustrated because he/she will straight up lose to a single card that can't be played around, because a control warrior can't exactly choose to not armor up.
It's better to have cards that are always useful to some degree (be it through decent stats or something else), but better against certain decks, like board clears. Cards that completely destroy a single class/deck/whatever, and are useless against everything else, are just not fun for anyone and often ends up never used because the meta is in a wrong state. old BGH suffered from this, being a card that almost lost you the game by drawing it against aggro, but would win it whenever you found a target, and was a mandatory inclusion in every non-aggro deck because of how the meta was. There was no strategy involved with BGH, you just played it when it had a target, and were sad whenever it didn't.
A better way to design an "armor eater" would be through an effect that works against any class, but is extra good against control warrior. For example something with "If your opponent didn't lose any health at the end of your turn, gain +2/+2". Such a card would work against any deck as long as you're hitting their minions (or just passing the turn), but it's only against control warrior that you can also hit their face and still get the effect,
Another one would be a card that causes your opponent to lose health instead of taking damage, thus bypassing armor (and ice block).
I love the idea of armor piercing attacks, and i suppose gaining stats if opponent didnt lose health is cool too. I just don't like if there is something that can beat you, and you can even know that it will come up, but you cannot counter it without just changing to a new deck. But that's what teching is about, in my opinion. you build your deck, and you tweak your deck to help you in the current meta. Not, hmm what are the best netdecks at the time. Oh my deck isn't the best now, let me switch to the new one for the day/week, because my current one is useless now.
Deck design and tweaking is a skill that should be rewarded. Picking the right cards is part of that. I mean really, all the cards can't always be useful, there are TONS of cards that no one plays. So make the cards useful siutaitonally at least, and then people will play them when they think its advantageous, and they won't when it's not paying off.
But I agree with making anti-armor that would be more useful in a wider variety of situations, your ideas are quite nice (the armor-piercing, or stat increases if you don't deal damage to their HP)