There are two Armor hero powers (Warrior, Druid), one Mage Armor card, and Sir Finley. So roughly 3 classes overall, counting Ice Barrier and Finley as a fraction of a class each.
There are three classes with Secrets, and we get neutral cards to hard counter those. So the argument that an anti-Armor neutral would be too narrow MUST take the position that the existing anti-Secret cards are bad design, because it's hypocritical otherwise.
I would never take such a position.
I personally think there SHOULD be, at any one time, both one neutral anti-Armor Battlecry minion, and one class anti-Armor spell. However, it's important that these cards are designed to be weak in a metagame which isn't dominated by Warrior and/or Druid. So like Eater of Secrets and Flare, basically.
Now the warrior will know how every single freeze mage and OTK shaman feels when they get matched up against a warrior.
Freeze Mage is specifically built to handle minions (Frost Nova, Blizzard, Doomsayer, Ice Barrier). Control Warrior (and warrior in general) is built to counter direct face damage. Both of those factors combines into making it a natural counter, just like Freeze Mage counters Zoo. I can agree that it shouldn't be an unwinnable matchup, Zoo still has a chance against Freeze Mage, but it should always be extremely difficult.
I currently view (spell-based) OTK as the most unhealthy archetype in Hearthstone, since there are almost no ways to play around it (unless you're warrior). With Loatheb rotated out, the only other class with a way to deal with it is mage with Ice Block. This is why I think more classes (except Warrior) should be given more viable anti-OTK tools, and at the same time OTK should get some buffs. This would put OTK vs non-warrior classes at the same spot as it is today, but make warrior relatively weaker in the matchup.
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.
I was making a more general statement, Control Warriors are usually only at 20+ armor against OTK or other control decks (which rarely care about armor anyway). Against most decks Warriors float between 0 and 10 armor until they either stabilize and win, or lose. Not playing Shield Block because your opponent might remove the armor, that's sort of like asking a Face Shaman to not waste cards on face damage because a Warlock could have Reno Jackson.
I can agree that it shouldn't be an unwinnable matchup, Zoo still has a chance against Freeze Mage, but it should always be extremely difficult.
The only thing with this statement is that zoo has ways to tech against freeze mage if it really bothers them. They can use Eater of Secrets to help deal with Ice Block and Ice Barrier. In Wild, they can use Wailing Soul to "unfreeze" their minions for a kill (I would like to see something like this added to standard as well!). I would rather tech cards be in place that allow you to adjust your matchup than to resign to knowing you probably won't beat a deck. When secret pally was big, I ran Blood Knight and Flare to significantly help my pally matchup. Both of those cards aren't terribly useful against other classes but countered secret pally really well.
This is why I think more classes (except Warrior) should be given more viable anti-OTK tools, and at the same time OTK should get some buffs. This would put OTK vs non-warrior classes at the same spot as it is today, but make warrior relatively weaker in the matchup.
Amen! Give warrior anti-OTK tools. Mind you they already have the best anti-OTK tool in their kit through the armor stacking mechanic. I don't want OTK to be able to just facemelt warriors with some broken card. But I would like to be able to stand a fighting chance if I choose to make some sacrifices in my other matchups. But Blizz should also give tech to warriors to counter it. Maybe something like "half all the damage you take from spells" attached to a minion or on a spell that has a couple turn duration. I think warriors in turn should have an option to add cards to counter OTK instead of just hard countering it by default.
Not playing Shield Block because your opponent might remove the armor, that's sort of like asking a Face Shaman to not waste cards on face damage because a Warlock could have Reno Jackson.
That's EXACTLY what I'm getting at! A smart face shaman would be careful with how much burn he drops and deserves to get screwed if he overdoes it and plays into Reno. And he should get rewarded if the opponent doesn't have Reno. Similarly, there's currently no real downside to armoring up (except for Battle Rage activation and Mortal Strike + Revenge) so a warrior doesn't have to put thought into whether he should save his Shield Block for after a tech card or use it when most convenient. I want that extra thought to have to be put into these decisions. The tech card shouldn't be an autoinclude in decks so most matchups will not have these issues, but the occasional matchup will force the warrior to think a bit more.
There are two Armor hero powers (Warrior, Druid), one Mage Armor card, and Sir Finley. So roughly 3 classes overall, counting Ice Barrier and Finley as a fraction of a class each.
There are three classes with Secrets, and we get neutral cards to hard counter those. So the argument that an anti-Armor neutral would be too narrow MUST take the position that the existing anti-Secret cards are bad design, because it's hypocritical otherwise.
I would never take such a position.
I personally think there SHOULD be, at any one time, both one neutral anti-Armor Battlecry minion, and one class anti-Armor spell. However, it's important that these cards are designed to be weak in a metagame which isn't dominated by Warrior and/or Druid. So like Eater of Secrets and Flare, basically.
Some otk decks too unfair against non-warrior control. Its good to have more armor in the ladder for more "fun and interactive" game experience.
I currently view (spell-based) OTK as the most unhealthy archetype in Hearthstone, since there are almost no ways to play around it (unless you're warrior). With Loatheb rotated out, the only other class with a way to deal with it is mage with Ice Block. This is why I think more classes (except Warrior) should be given more viable anti-OTK tools, and at the same time OTK should get some buffs. This would put OTK vs non-warrior classes at the same spot as it is today, but make warrior relatively weaker in the matchup.
The only thing with this statement is that zoo has ways to tech against freeze mage if it really bothers them. They can use Eater of Secrets to help deal with Ice Block and Ice Barrier. In Wild, they can use Wailing Soul to "unfreeze" their minions for a kill (I would like to see something like this added to standard as well!). I would rather tech cards be in place that allow you to adjust your matchup than to resign to knowing you probably won't beat a deck. When secret pally was big, I ran Blood Knight and Flare to significantly help my pally matchup. Both of those cards aren't terribly useful against other classes but countered secret pally really well.
Amen! Give warrior anti-OTK tools. Mind you they already have the best anti-OTK tool in their kit through the armor stacking mechanic. I don't want OTK to be able to just facemelt warriors with some broken card. But I would like to be able to stand a fighting chance if I choose to make some sacrifices in my other matchups. But Blizz should also give tech to warriors to counter it. Maybe something like "half all the damage you take from spells" attached to a minion or on a spell that has a couple turn duration. I think warriors in turn should have an option to add cards to counter OTK instead of just hard countering it by default.
That's EXACTLY what I'm getting at! A smart face shaman would be careful with how much burn he drops and deserves to get screwed if he overdoes it and plays into Reno. And he should get rewarded if the opponent doesn't have Reno. Similarly, there's currently no real downside to armoring up (except for Battle Rage activation and Mortal Strike + Revenge) so a warrior doesn't have to put thought into whether he should save his Shield Block for after a tech card or use it when most convenient. I want that extra thought to have to be put into these decisions. The tech card shouldn't be an autoinclude in decks so most matchups will not have these issues, but the occasional matchup will force the warrior to think a bit more.