Isn't it about time we had a spell taunt or a "take no damage from spells on your opponents turn" minion or something with that flavour. I would try and make the card myself and submit it to you guys but don't even know how to lol.
Mages get ice block which is the closest thing I guess but not the same as what I mean. The answer cant be a secret or a spell because only 3 classes have secrets and neutral spells don't exist.
I do know I am sick of loosing games from a winning position because spells. Obviously Mage is the worst offender but pretty much all classes can pull this off and they are they're chuckling away as your definite win turns into a loss.
Why is this not a mechanic already? if there is a real reason someone please explain because it feels real bad loosing this way.
Bolf was probably created with that sort of thing in mind but it wasn't really needed as much back therefore he didn't see much play but now he is gone we could have far more use for him to stop the endless amount of spell lethals possible. With discoveries and adding random cards to hand/deck and cards from opponents class and all this kind of stuff this will become more previlent than ever with no effect counter and just a big fuck you at the end of a game you should have won
6 mana 3/8 Legendary - Your Hero cannot be targeted while this is in play.
This also prevents minions from targeting your Hero, and also you can't target yourself with spells either.
Good against aggro and control alike.
To OP, yes I'm very sick of being at full health and taking 30+ damage from spells while I just sit there and watch the vomit. Burst ability is awesome and all, but some classes can't do anything about taking 30 in one turn with a completely empty board. Utter nonsense.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Better neutral heals would suffice. I play a Medivh Warlock with a couple of Cabal Couriers in it occasionally, and it's oh-so-satisfying to drop Greater Healing Potion after an opposing Mage plays Alexstrasza. That's completely RNG-dependent, though. Earthen Ring Farseer just doesn't get you out of range.
Being bursted down from sometimes over 15 health all from hand isn't bullshit to you?
I mean 1 fire ball to the face fine you weren't in a winning position I agree 6 health isn't much. 3 fireballs (one created by primordial glyph) for 18 damage and 10 mana with no defence is a bit much to say yea its fine, you weren't in a winning position with over half health and a lethal board.
That is just one of many different combos that can kill you from over half health and if you consider that ok then I don't know what to say to you.
Considering that the win condition of certain decks is only hitting you with spells, I don't see the problem. You could just as easily make a thread about dying turn 4 to Pirate Warrior because you didn't have the answers. Against freeze mages and such, if you haven't won by the time they assemble the combo, you shouldn't complain when they pull it off.
I don't mean this to be specifically aimed at Mage though because so many classes can do this now. That is Mages whole thing I guess so fair enough, freeze Mage has always done that with no hard counter to restrict it. Keep that to just Mage at least though. Druids, Hunters and Rouges can all pull shenanigans like this and that's nearly half the classes that can all kill you from hand with mad spells.
Whilst I agree there are many insane aggro synergies right now that are painful to play against eventually they will all rotate out (and be replaced with new ones lol) but burst spell decks will always exist and always have so a new counter Loatheb style should be included in the first set of new rotation so there is at least 1 card than can deal with it at all times.
I know this is just me, some people may think its fine to be bursted down like this I just find it a very uninteractive way of playing, no matter what I do I will lose to it, how is that fair?
Shaman can be as bad in the right meta, as we have seen in the past. I agree, i don't understand why spell counters aren't more widespread in the game. Bringing back loatheb in mini-form is a step in the right direction but more is needed. There needs to be more than just counterspell in the game that just literally says, "nope, you can't do that." I get the impression blizzard thinks it makes noobs (and idiots) 'feelbadman'.
I don't mean this to be specifically aimed at Mage though because so many classes can do this now. That is Mages whole thing I guess so fair enough, freeze Mage has always done that with no hard counter to restrict it. Keep that to just Mage at least though. Druids, Hunters and Rouges can all pull shenanigans like this and that's nearly half the classes that can all kill you from hand with mad spells.
Whilst I agree there are many insane aggro synergies right now that are painful to play against eventually they will all rotate out (and be replaced with new ones lol) but burst spell decks will always exist and always have so a new counter Loatheb style should be included in the first set of new rotation so there is at least 1 card than can deal with it at all times.
I know this is just me, some people may think its fine to be bursted down like this I just find it a very uninteractive way of playing, no matter what I do I will lose to it, how is that fair?
I think fairness is pretty subjective besides sportsmanship so I won't comment on it but at least they printed Nerubian Unraveler which will definitely influence combo and burn decks.
I had not actually seen that card so thank you for pointing that out to me and that gives me hope that they are going to give us a few counters to bonkers spell decks
Well, we need a card like faery dragon but for our heros. Something like "Can't be targeted by spells or heropowers; Your hero neither". Give it a 1/5 body and make it a 5-cost epic. BOOM. Solved. Edit: or give it 0 attack, or either make it legendary. Still succesfully serves its purpose.
I've often toyed with the idea of a minion with Spell Taunt. Where if they have a targetable spell they have to hit that minion. Doesn't totally stop people in their tracks, as they can still hit it with a spell to remove, but if you've got a taunt alongside it then it messes with removal curve or resources.
Isn't it about time we had a spell taunt or a "take no damage from spells on your opponents turn" minion or something with that flavour. I would try and make the card myself and submit it to you guys but don't even know how to lol.
Mages get ice block which is the closest thing I guess but not the same as what I mean. The answer cant be a secret or a spell because only 3 classes have secrets and neutral spells don't exist.
I do know I am sick of loosing games from a winning position because spells. Obviously Mage is the worst offender but pretty much all classes can pull this off and they are they're chuckling away as your definite win turns into a loss.
Why is this not a mechanic already? if there is a real reason someone please explain because it feels real bad loosing this way.
There needs to be multiple alternative was to win games, otherwise, this game would simply be about who gets the best curve of minions. Having alternative kinds of win strategies, including burn damage, is important because not every class can win on a minion battle against others. Some classes have better minions, other have better spells, and others have better weapons. If the game was all about the minion damage, the only way to play this game would be to pick the class with the best mix of weapons and minions which ensure you to win on early game and snowball from that point.
It might be annoying to lose to spells, but I don't see why people think the only game strategy should be playing minions on curve and have the best curve decide who wins the games. That mostly removes decisions from the game and leaves it up to luck of the draw, which personally, is a really boring kind of game.
I did a post already but in relation to this. The first idea there is more of a counterspell idea, where a spell really does get wasted. The other being a minion giving itself and your hero spell immunity, which blocks a lot of spells. My idea of an inbetween would be what the first guy dubbed as a Spell Taunt, but not in the immune sense. If you had a targetable spell you would HAVE to hit that minion with it, or kill it with another minion before you can target anything else. Alongside a taunt or another Large minion this wouldn't totally negate their spells but it would slow them down and make for some interesting workarounds.
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Isn't it about time we had a spell taunt or a "take no damage from spells on your opponents turn" minion or something with that flavour. I would try and make the card myself and submit it to you guys but don't even know how to lol.
Mages get ice block which is the closest thing I guess but not the same as what I mean. The answer cant be a secret or a spell because only 3 classes have secrets and neutral spells don't exist.
I do know I am sick of loosing games from a winning position because spells. Obviously Mage is the worst offender but pretty much all classes can pull this off and they are they're chuckling away as your definite win turns into a loss.
Why is this not a mechanic already? if there is a real reason someone please explain because it feels real bad loosing this way.
We used to have a minion that basically did that called Bolf Ramshield.
Bolf was probably created with that sort of thing in mind but it wasn't really needed as much back therefore he didn't see much play but now he is gone we could have far more use for him to stop the endless amount of spell lethals possible. With discoveries and adding random cards to hand/deck and cards from opponents class and all this kind of stuff this will become more previlent than ever with no effect counter and just a big fuck you at the end of a game you should have won
the counter mechanic should appear in more than just 1 card.
Agreed. Maybe a class card for everyone? or a set of cards that work the same with varying costs and stats?
I mean, if you could be bursted down with spells that easily then it wasn't exactly a definite win, now was it.
6 mana 3/8 Legendary - Your Hero cannot be targeted while this is in play.
This also prevents minions from targeting your Hero, and also you can't target yourself with spells either.
Good against aggro and control alike.
To OP, yes I'm very sick of being at full health and taking 30+ damage from spells while I just sit there and watch the vomit. Burst ability is awesome and all, but some classes can't do anything about taking 30 in one turn with a completely empty board. Utter nonsense.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Better neutral heals would suffice. I play a Medivh Warlock with a couple of Cabal Couriers in it occasionally, and it's oh-so-satisfying to drop Greater Healing Potion after an opposing Mage plays Alexstrasza. That's completely RNG-dependent, though. Earthen Ring Farseer just doesn't get you out of range.
Alextraza -> 15+ burst damage from hand
But I should have "played around it" right?
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The card was called loatheb it was a great counter, and yes we could use something like it again.
Being bursted down from sometimes over 15 health all from hand isn't bullshit to you?
I mean 1 fire ball to the face fine you weren't in a winning position I agree 6 health isn't much. 3 fireballs (one created by primordial glyph) for 18 damage and 10 mana with no defence is a bit much to say yea its fine, you weren't in a winning position with over half health and a lethal board.
That is just one of many different combos that can kill you from over half health and if you consider that ok then I don't know what to say to you.
I am glad to see so many people with differing opinions though because I knew everyone would feel differently and would reply according.
OR there should NOT be so many spells and weapons that can go face...
Considering that the win condition of certain decks is only hitting you with spells, I don't see the problem. You could just as easily make a thread about dying turn 4 to Pirate Warrior because you didn't have the answers. Against freeze mages and such, if you haven't won by the time they assemble the combo, you shouldn't complain when they pull it off.
I don't mean this to be specifically aimed at Mage though because so many classes can do this now. That is Mages whole thing I guess so fair enough, freeze Mage has always done that with no hard counter to restrict it. Keep that to just Mage at least though. Druids, Hunters and Rouges can all pull shenanigans like this and that's nearly half the classes that can all kill you from hand with mad spells.
Whilst I agree there are many insane aggro synergies right now that are painful to play against eventually they will all rotate out (and be replaced with new ones lol) but burst spell decks will always exist and always have so a new counter Loatheb style should be included in the first set of new rotation so there is at least 1 card than can deal with it at all times.
I know this is just me, some people may think its fine to be bursted down like this I just find it a very uninteractive way of playing, no matter what I do I will lose to it, how is that fair?
Shaman can be as bad in the right meta, as we have seen in the past. I agree, i don't understand why spell counters aren't more widespread in the game. Bringing back loatheb in mini-form is a step in the right direction but more is needed. There needs to be more than just counterspell in the game that just literally says, "nope, you can't do that." I get the impression blizzard thinks it makes noobs (and idiots) 'feelbadman'.
Well, we need a card like faery dragon but for our heros. Something like "Can't be targeted by spells or heropowers; Your hero neither". Give it a 1/5 body and make it a 5-cost epic. BOOM. Solved. Edit: or give it 0 attack, or either make it legendary. Still succesfully serves its purpose.
I've often toyed with the idea of a minion with Spell Taunt. Where if they have a targetable spell they have to hit that minion. Doesn't totally stop people in their tracks, as they can still hit it with a spell to remove, but if you've got a taunt alongside it then it messes with removal curve or resources.
My idea of an inbetween would be what the first guy dubbed as a Spell Taunt, but not in the immune sense. If you had a targetable spell you would HAVE to hit that minion with it, or kill it with another minion before you can target anything else. Alongside a taunt or another Large minion this wouldn't totally negate their spells but it would slow them down and make for some interesting workarounds.