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.
Burn does need to exist I can see that and why it is important but every other deck style/win condition has counters that you can play and pre-empative stuff that messes up their plan. If you meet a burn deck then you are pretty much dead before you start unless you are mega tempo or can out heal their burn so 2 deck types out of however many there are can cope with this deck type. Lots of people have suggested good ideas to minions that counter this and would love to see some cards of this kind in game. If the cards are there and I don't use them shame on me, If they aren't there and you abuse that fact shame on you.
Fair points and very valid indeed, I do run healing when I play classes that can, greater healing potion is a great card for anti aggro and lay on hands for paladin can come in really handy too, not super into shaman but know they can heal up pretty well. The other thing is with all the aggro the control and healing decks that can outlast burn aren't being played in favour of aggro counters or just aggro itself so when you meet the burn decks you know it won't be a good match up.
Neutral healing is poor at best and the mech thing that rouges used to use is gone a replacement for that would go along way, when we are talking about over half health burst combos staying out of range becomes semi impossible with what we have. The RNG from all the random stuff is what started this thread for me because you can acquire extra burn pretty easily and the healing we have is inadequate aready without getting extra's from other cards
the counter mechanic should appear in more than just 1 card.
I have to disagree. Playing a spell and having it do nothing feels extremely bad. The secret is okay, people learn to play around it. However having it more prolific would be terrible for spell decks. While I want there to be counter play a straight up counter isn't good. I prefer things like the new nerubian or the troggs or mana bind.
To add something instead of just arguing against an idea. I'd love to see an opposite to spell power. Something that minuses damage from opposing spells. Not subtracting a huge amount mind you but even just minus one would make people possibly play around the minion to get full damage.
Lifesteal will also help against spell decks. With no big neutral heal they could just wittle you down over turns. Now it's burst me, deal damage through the heal or take out my lifesteal minions. It's at least an extra step to take for such decks without nullifying all spells.
I enjoyed Loatheb as a card. Even though everybody ended up playing it because stats and effect have been superior. But to block a brawl, Flamestrike or burst turn that card was really something.
@Lifesteal will help, that is to be seen. The mentioned burst spells don't really care for lifesteal minions or weapons I guess. The moment you can't answer Alex and then Pyro you still are done.
Fair points and very valid indeed, I do run healing when I play classes that can, greater healing potion is a great card for anti aggro and lay on hands for paladin can come in really handy too, not super into shaman but know they can heal up pretty well. The other thing is with all the aggro the control and healing decks that can outlast burn aren't being played in favour of aggro counters or just aggro itself so when you meet the burn decks you know it won't be a good match up.
Neutral healing is poor at best and the mech thing that rouges used to use is gone a replacement for that would go along way, when we are talking about over half health burst combos staying out of range becomes semi impossible with what we have. The RNG from all the random stuff is what started this thread for me because you can acquire extra burn pretty easily and the healing we have is inadequate aready without getting extra's from other cards
I enjoyed Loatheb as a card. Even though everybody ended up playing it because stats and effect have been superior. But to block a brawl, Flamestrike or burst turn that card was really something.
@Lifesteal will help, that is to be seen. The mentioned burst spells don't really care for lifesteal minions or weapons I guess. The moment you can't answer Alex and then Pyro you still are done.
That's what the deathknigh valeera does now
Yes death knight Valeera is the perfect counter to this style of dying. Will be trying that out.