Over the three or so years I've been a posting member of Hearthpwn, the topic of armor removal tech has come up several times. Specifically a card, like an Ooze, that fully removes an opponent's armor. It seemed like it would only be a matter of time that a tech card like this would show up since secret tech, weapon tech, spell tech, beast tech, murloc tech, fatigue tech, Jade Idol tech, etc, have all been added into this game. However, every time this topic is brought up on Hearthpwn, it gets shut down by a very vocal group: the warrior sympathizers. The argument has always been that an armor removal tech card specifically targets one class, making it either unfair or unusable depending on your stance.
Well, now the tables have turned and druid has become the mega armor class. In wild and standard we can see them stacking upwards of 20 armor in some cases. Big mages can use a minor amount of armor through Artificers. DKs and Plated Beetle also provide armor for any class which, while negligible, still makes a tech card useful in more than one matchup. So now that we have these conditions in place, the "unfair" or "targeting warrior" argument is no longer valid and we can have a reasonable discussion about this.
So who would benefit from such a tech card? Clearly we don't want it to be such a powerful card that aggro can majorly benefit from it. They also likely wouldn't because constantly smashing face = no armor left. Nor would midrange or tempo as they can easily wreck someone who is just casually armoring up and not building their board. The decks that would benefit from this type of a card are the fatigue/late game and OTK decks. Currently, a good counter to surviving some of these decks is to constantly add armor until they are either out of OTK range or to let them die of fatigue damage first. This allows for little counterplay. A card that removes armor, however, could be used strategically to drop their armor at crucial points. And alternatively, the druid/warrior may have to make important decisions about when it is best to add armor vs. keeping it in case of the tech card. To give a similar idea, I play Thief Rogue with Spectral Cutlass in wild and have faced a lot of freeze mages lately. I may be at 22 health with a 4/2 Cutlass and no cards for next turn to give another durability. At this point, I have to decide between blowing my one extra charge to get up to 26 to dodge lethal range but risk getting Alex'd down to 15 next turn, or keep the charge and hope he doesn't have lethal or plays Alex first. Druids might no longer just toss down Branching Paths' 12 armor gain if they realize they might lose all of it along with other armor they've acquired.
Clearly, having an armor removal card would add some more counterplay into the game which in my opinion is good. But would it be unfair/oppressive? For those who play wild, OTK druid is a tough deck to beat as control or OTK yourself. They can drop over 50 damage in a turn while setting up a massive board and armor themselves out of range for lethal. If you're playing a deck which has its own 30 damage combo, you're out of luck. Or even if you get a decent board near the end of the game, their 25-30 armor can buy them another two turns. I don't particularly think that this deck is unfair overall, but I think that giving decks tech options to counter tough matchups (particularly when there's workarounds to avoid getting hit hard by the tech) makes sense in a deck building game.
Should this card be a 2/3 for 2 mana "Destroy all your opponent's armor"? Hell no. It should be given poor stats so that it isn't just an auto-include like Spellbreaker currently is. Even if you hit a meh minion with Spellbreaker, at least it has okay stats. A card like this is better off as say a 4 mana 1/3 or an 8 mana 3/5 or something along those lines. Bad enough that it would make no sense to run it in a deck that doesn't need it, but still an option for the decks that could desperately use the extra damage against armor classes. It has been suggested that an armor piercing minion (attacks double against armor, ignores armor, etc) might be a tech choice but that type of minion would either be used by nobody (ignores armor) or would be merely an aggro tool (double damage). The whole purpose of tech cards is that they shouldn't be an auto-include or total crap. They need to be situationally strong.
So my case has been stated. I'm not some freeze mage main, nor am I some salty bastard that has lost to Druid/Warrior too often. The fact of the matter is that I actually enjoy playing several of those classes/decks (DMH Warrior, Quest Recruit Druid). I'm just someone who loves the idea of catching opponents offguard with plays - which is why I main Thief Rogue in wild. A neutral armor tech card should be a reality that we see in an upcoming Hearthstone expansion as armor is becoming more and more of a mainstay in classes outside of warrior.
EDIT:
I think my frustration with the responses to this thread is that people keep saying "that's too strong" or "that's too broken". I'm glad your approach was to propose alternative options but the vast majority of those will be pack fillers that nobody will use. We have too many cool mechanics that are never played because the cards aren't good enough to warrant it. For there to be an armor tech that just sort of does the job, absolutely nobody will play it since it barely helps in matchups where it it makes sense and it does nothing in the other matchups. That's why I believe the effect MUST be "destroy all armor".
To those of you saying that an effect like that is too good or will be abused by aggro, the solution is to balance the card. We have a card in current rotation that literally wins the game for you if you achieve the proper conditions (Pally DK). That is the strongest possible effect in this entire game (unless there was some way to screw with their elo/dust/gold which thank goodness there isn't), yet it is currently printed on a card. It's not being abused by aggro, and it's not even that great of a card overall. That being said, with support, it can be really useful.
So my proposal is that an armor removal card (which in my opinion really should be "destroy all armor") MUST be balanced accordingly. If you think an 8 mana 3/5 is too strong, what about something like Rin's seals where you have to do it over multiple turns? What about a deathrattle that can be silenced? What about a side condition (must be holding a demon/dragon/mech)? DK Paladin has shown us that no effect is too powerful for this game provided it is balanced appropriately. So instead of trying to change this effect and making it into something that would never get used, I would much rather it be balanced so it's only worth using in the OTK decks that need this to overcome huge armor. Even then, it doesn't need to be auto-include, but just something to give options to decks that want it. I've always been about options in this game, and limiting the deckbuilding options available to people stifles creativity and encourages copying identical decks.
A card that removes all armor right now feels like too much, but if they keep this trend up of adding more and more armor generating cards (especially neutral ones), we'll reach a critical mass where it'll eventually make sense.
Although personally I think there are better counter-armor cards that could be designed than just "destroy all your opponent's armor." Things like a keyword (I.e. Piercing) that makes the minion's damage ignore armor and divine shield, or a card that halves your opponents current armor, or a card that lets you gain armor equal to your opponents armor. I'm not saying those exact ideas, but just something more interesting than straight destroy.
What if you survive to like 5 hp and build up armor and get it removed and then just die? I don’t think it’s a good idea because in the end, armor is health.
A tech card that destroys all armor would be bad, because after the incoming Paladin nerfs, the second thing that keeps Secret/Burn Mage in check is armor genaration....
love the piercing idea that bypasses armor straight to health that would work nicely with divide shield too.
instead of getting rid of armor what about cards that work of it like "gain as much armor as your opponent" or battlecry gain +1 attack for each armor your opponent has. so if he doesn't deal with it he's losing all that armor next turn.
I agree armor is becoming a problem, while I wouldn't want a card that has total removal without a major downside there needs to be some tech against it and agro isn't a tech against armor, just to clarify, although effective.
Maybe something like Armor Breaker - Battlecry: Break your opponents armor in half. "Two half's equal a gaping hole."
Or Metallicist - Battlecry: Your minions ignore armor this turn. "Rock on!"
I dont think a card that would remove all Armor would ever be a good idea no matter what. And if it didnt remove all armor, the card could just deal damage lol ... so yeah :d
I wouldnt mind "pierce" mechanic, but it would have to be carefully designed card(s).
The problem with armor tech is, and has always been, that even if all classes have access to it, it will always unfairly impact classes that depend on it (at this point, mainly Warrior).
Basically, if Armor tech is good enough to be used (for example in heavy aggro or OTK decks) it will only result in Warrior taking the biggest hit, even if they are not the intended target.
It's just like with Secret Tech. When Secret MAge was running amok and people ran Eater of Secrets Hunter lists (like Big Hunter or Secret Hunter) got hit by it as well, despite being not nearly as dominant.
Stacking armor usually comes at a tempo loss, whereas playing Secrets does not. If you introduce armor Removal you basically punish Control decks for playing safe instead of going for tempo, which I feel like is counter productive.
If anything, you could give armor removal in the form of class cards for classes that like to do OTks (or just want to play aggro), but that would just encourage very uninteractive gameplay (imagine if vintage Freeze Mage could have just removed all the armor from a Control warrior back in the day. Would feel pretty BS)
How is it unbalanced to remove all armor when Alex removes 15 health while still having a good body? Or when Eater destroys 5 secrets? Or when Geist wipes out a win condition? Or when DK Pally is literally “win the game”? This is a card that punishes mindless stacking of armor. I don’t play all my secrets when I’m worried about Eater, blow all my healing to pop back to 30 when Freeze hasn’t played Alex, or load up my board before AOEs so why shouldn’t there be a card that punishes mindless armor spam from cards like Branching Paths, Bring It On, etc? Then there is more decision making about when you play your armor cards, leading to a higher difficulty cap in the game (are we not looking for more complexity so that those with skill are actually rewarded?). Like I said, make the card weak stats with high cost so it’s a risk to include it. But then the payoff should be good as well. Low risk/low reward or low risk/high reward tech cards stop being tech cards and just become either useless trash or deck staples.
It exists already, and it is called minions. The armor-up player has to sacrifice tempo to get the armor, so midrange decks which can create a steady stream of threats without overextending generally have no problems chipping the armor down.
Other solutions include endless value like Jade Idol and slow win conditions ignoring health like Rin, the First Disciple, OTKDKdin, Ransom druid and Exodia mage.
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
A tech card that destroys all armor would be bad, because after the incoming Paladin nerfs, the second thing that keeps Secret/Burn Mage in check is armor genaration....
So if that’s a worry, balance the card. What makes spiteful summoner so good right now? Its cost of 6. Bump it to 10 and nobody plays it. What about Voidlord? Make it a 3/3 taunt to start and nobody plays it. Call to arms? Summon one minion and nobody plays it. These are all absurdly inelegant nerfs but the point is that if you alter the cost/stats of something enough, it reaches a point where it’s no longer powerful. If aggro decks using it is a worry, increase the cost. No aggro mage will use a ten mana armor removal. But a combo deck might. Then it is used by its intended audience.
Guys... Please don't forget that Warrior has been in a horrible place for a long time, despite of some very powerful armor-gain cards. Druid can actually play the armor-game just as well as warrior now!
Armor counters burn spells extremely well, which is perfectly fine IMO, the game has always been like that.
A tech card that destroys all armor would be bad, because after the incoming Paladin nerfs, the second thing that keeps Secret/Burn Mage in check is armor genaration....
So if that’s a worry, balance the card. What makes spiteful summoner so good right now? Its cost of 6. Bump it to 10 and nobody plays it. What about Voidlord? Make it a 3/3 taunt to start and nobody plays it. Call to arms? Summon one minion and nobody plays it. These are all absurdly inelegant nerfs but the point is that if you alter the cost/stats of something enough, it reaches a point where it’s no longer powerful. If aggro decks using it is a worry, increase the cost. No aggro mage will use a ten mana armor removal. But a combo deck might. Then it is used by its intended audience.
No. If you are asking that you are probably an aggro mage. And it is fine in that way. Aggro mage is countered by the warrior armor and it is fine in this way
That's like asking blizz to add a card to tech against Health. But then you realize, that's every card that deals damage basically. Adding a tech card when every card that deals damage (minion, spell, whatever) is already a tech card for armor/health is kinda silly.
A hunter specific beast with charge that ignores armor. Then hunter would have access to a card that allows them to be relevant without adding a new draw mechanic like everyone wants.
A one card armor clear is a terrible concept. It takes a lot of cards, hero powers, and mana invested to build up that layer of cushion and there should never be a tech card that peels it all off.
A decent sort of minion to counteract would be a minion that deals double damage to a hero with armor or something of the like.
That's like asking blizz to add a card to tech against Health. But then you realize, that's every card that deals damage basically. Adding a tech card when every card that deals damage (minion, spell, whatever) is already a tech card for armor/health is kinda silly.
No, I don't think it's that easy.
Put in my post from above where I hopefully cleared that up already:
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Over the three or so years I've been a posting member of Hearthpwn, the topic of armor removal tech has come up several times. Specifically a card, like an Ooze, that fully removes an opponent's armor. It seemed like it would only be a matter of time that a tech card like this would show up since secret tech, weapon tech, spell tech, beast tech, murloc tech, fatigue tech, Jade Idol tech, etc, have all been added into this game. However, every time this topic is brought up on Hearthpwn, it gets shut down by a very vocal group: the warrior sympathizers. The argument has always been that an armor removal tech card specifically targets one class, making it either unfair or unusable depending on your stance.
Well, now the tables have turned and druid has become the mega armor class. In wild and standard we can see them stacking upwards of 20 armor in some cases. Big mages can use a minor amount of armor through Artificers. DKs and Plated Beetle also provide armor for any class which, while negligible, still makes a tech card useful in more than one matchup. So now that we have these conditions in place, the "unfair" or "targeting warrior" argument is no longer valid and we can have a reasonable discussion about this.
So who would benefit from such a tech card? Clearly we don't want it to be such a powerful card that aggro can majorly benefit from it. They also likely wouldn't because constantly smashing face = no armor left. Nor would midrange or tempo as they can easily wreck someone who is just casually armoring up and not building their board. The decks that would benefit from this type of a card are the fatigue/late game and OTK decks. Currently, a good counter to surviving some of these decks is to constantly add armor until they are either out of OTK range or to let them die of fatigue damage first. This allows for little counterplay. A card that removes armor, however, could be used strategically to drop their armor at crucial points. And alternatively, the druid/warrior may have to make important decisions about when it is best to add armor vs. keeping it in case of the tech card. To give a similar idea, I play Thief Rogue with Spectral Cutlass in wild and have faced a lot of freeze mages lately. I may be at 22 health with a 4/2 Cutlass and no cards for next turn to give another durability. At this point, I have to decide between blowing my one extra charge to get up to 26 to dodge lethal range but risk getting Alex'd down to 15 next turn, or keep the charge and hope he doesn't have lethal or plays Alex first. Druids might no longer just toss down Branching Paths' 12 armor gain if they realize they might lose all of it along with other armor they've acquired.
Clearly, having an armor removal card would add some more counterplay into the game which in my opinion is good. But would it be unfair/oppressive? For those who play wild, OTK druid is a tough deck to beat as control or OTK yourself. They can drop over 50 damage in a turn while setting up a massive board and armor themselves out of range for lethal. If you're playing a deck which has its own 30 damage combo, you're out of luck. Or even if you get a decent board near the end of the game, their 25-30 armor can buy them another two turns. I don't particularly think that this deck is unfair overall, but I think that giving decks tech options to counter tough matchups (particularly when there's workarounds to avoid getting hit hard by the tech) makes sense in a deck building game.
Should this card be a 2/3 for 2 mana "Destroy all your opponent's armor"? Hell no. It should be given poor stats so that it isn't just an auto-include like Spellbreaker currently is. Even if you hit a meh minion with Spellbreaker, at least it has okay stats. A card like this is better off as say a 4 mana 1/3 or an 8 mana 3/5 or something along those lines. Bad enough that it would make no sense to run it in a deck that doesn't need it, but still an option for the decks that could desperately use the extra damage against armor classes. It has been suggested that an armor piercing minion (attacks double against armor, ignores armor, etc) might be a tech choice but that type of minion would either be used by nobody (ignores armor) or would be merely an aggro tool (double damage). The whole purpose of tech cards is that they shouldn't be an auto-include or total crap. They need to be situationally strong.
So my case has been stated. I'm not some freeze mage main, nor am I some salty bastard that has lost to Druid/Warrior too often. The fact of the matter is that I actually enjoy playing several of those classes/decks (DMH Warrior, Quest Recruit Druid). I'm just someone who loves the idea of catching opponents offguard with plays - which is why I main Thief Rogue in wild. A neutral armor tech card should be a reality that we see in an upcoming Hearthstone expansion as armor is becoming more and more of a mainstay in classes outside of warrior.
EDIT:
I think my frustration with the responses to this thread is that people keep saying "that's too strong" or "that's too broken". I'm glad your approach was to propose alternative options but the vast majority of those will be pack fillers that nobody will use. We have too many cool mechanics that are never played because the cards aren't good enough to warrant it. For there to be an armor tech that just sort of does the job, absolutely nobody will play it since it barely helps in matchups where it it makes sense and it does nothing in the other matchups. That's why I believe the effect MUST be "destroy all armor".
To those of you saying that an effect like that is too good or will be abused by aggro, the solution is to balance the card. We have a card in current rotation that literally wins the game for you if you achieve the proper conditions (Pally DK). That is the strongest possible effect in this entire game (unless there was some way to screw with their elo/dust/gold which thank goodness there isn't), yet it is currently printed on a card. It's not being abused by aggro, and it's not even that great of a card overall. That being said, with support, it can be really useful.
So my proposal is that an armor removal card (which in my opinion really should be "destroy all armor") MUST be balanced accordingly. If you think an 8 mana 3/5 is too strong, what about something like Rin's seals where you have to do it over multiple turns? What about a deathrattle that can be silenced? What about a side condition (must be holding a demon/dragon/mech)? DK Paladin has shown us that no effect is too powerful for this game provided it is balanced appropriately. So instead of trying to change this effect and making it into something that would never get used, I would much rather it be balanced so it's only worth using in the OTK decks that need this to overcome huge armor. Even then, it doesn't need to be auto-include, but just something to give options to decks that want it. I've always been about options in this game, and limiting the deckbuilding options available to people stifles creativity and encourages copying identical decks.
A card that removes all armor right now feels like too much, but if they keep this trend up of adding more and more armor generating cards (especially neutral ones), we'll reach a critical mass where it'll eventually make sense.
Although personally I think there are better counter-armor cards that could be designed than just "destroy all your opponent's armor." Things like a keyword (I.e. Piercing) that makes the minion's damage ignore armor and divine shield, or a card that halves your opponents current armor, or a card that lets you gain armor equal to your opponents armor. I'm not saying those exact ideas, but just something more interesting than straight destroy.
What if you survive to like 5 hp and build up armor and get it removed and then just die? I don’t think it’s a good idea because in the end, armor is health.
A tech card that destroys all armor would be bad, because after the incoming Paladin nerfs, the second thing that keeps Secret/Burn Mage in check is armor genaration....
love the piercing idea that bypasses armor straight to health that would work nicely with divide shield too.
instead of getting rid of armor what about cards that work of it like "gain as much armor as your opponent" or battlecry gain +1 attack for each armor your opponent has. so if he doesn't deal with it he's losing all that armor next turn.
I agree armor is becoming a problem, while I wouldn't want a card that has total removal without a major downside there needs to be some tech against it and agro isn't a tech against armor, just to clarify, although effective.
Maybe something like Armor Breaker - Battlecry: Break your opponents armor in half. "Two half's equal a gaping hole."
Or Metallicist - Battlecry: Your minions ignore armor this turn. "Rock on!"
I dont think a card that would remove all Armor would ever be a good idea no matter what. And if it didnt remove all armor, the card could just deal damage lol ... so yeah :d
I wouldnt mind "pierce" mechanic, but it would have to be carefully designed card(s).
- Click Here To Join Us On Discord! -
The problem with armor tech is, and has always been, that even if all classes have access to it, it will always unfairly impact classes that depend on it (at this point, mainly Warrior).
Basically, if Armor tech is good enough to be used (for example in heavy aggro or OTK decks) it will only result in Warrior taking the biggest hit, even if they are not the intended target.
It's just like with Secret Tech. When Secret MAge was running amok and people ran Eater of Secrets Hunter lists (like Big Hunter or Secret Hunter) got hit by it as well, despite being not nearly as dominant.
Stacking armor usually comes at a tempo loss, whereas playing Secrets does not. If you introduce armor Removal you basically punish Control decks for playing safe instead of going for tempo, which I feel like is counter productive.
If anything, you could give armor removal in the form of class cards for classes that like to do OTks (or just want to play aggro), but that would just encourage very uninteractive gameplay (imagine if vintage Freeze Mage could have just removed all the armor from a Control warrior back in the day. Would feel pretty BS)
I tried having fun once. It was awful.
How is it unbalanced to remove all armor when Alex removes 15 health while still having a good body? Or when Eater destroys 5 secrets? Or when Geist wipes out a win condition? Or when DK Pally is literally “win the game”? This is a card that punishes mindless stacking of armor. I don’t play all my secrets when I’m worried about Eater, blow all my healing to pop back to 30 when Freeze hasn’t played Alex, or load up my board before AOEs so why shouldn’t there be a card that punishes mindless armor spam from cards like Branching Paths, Bring It On, etc? Then there is more decision making about when you play your armor cards, leading to a higher difficulty cap in the game (are we not looking for more complexity so that those with skill are actually rewarded?). Like I said, make the card weak stats with high cost so it’s a risk to include it. But then the payoff should be good as well. Low risk/low reward or low risk/high reward tech cards stop being tech cards and just become either useless trash or deck staples.
It exists already, and it is called minions. The armor-up player has to sacrifice tempo to get the armor, so midrange decks which can create a steady stream of threats without overextending generally have no problems chipping the armor down.
Other solutions include endless value like Jade Idol and slow win conditions ignoring health like Rin, the First Disciple, OTKDKdin, Ransom druid and Exodia mage.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I've been thinking about this issue for quite a while and I also feel that it's quite hard to balance.
The main problem is the ambiguous nature of armor itself. While reducing armor is basically identical to dealing damage, ADDING armor is NOT identical to healing. (This can be impressively seen in a Priest / Warrior matchup. While the Priest Hero Power is pretty useless in the first rounds, Warrior can add up a fair amount of "additional Health"...)
Surely the effect becomes more and more similar during the match, but it still feels unfair that Health and Armor can add up to total amount that largely exceeds the original 30 HP. So asking for tools to reduce armor seems quite natural.
But how actually do it? Just destroying all armor might surely seem OP, but you have to see that this is still a rather smal effect for any tech-card. Think of Eater of Secrets or Chief Inspector. While those cards might do large damage to Secret Mage or Secret Paladin, they are rather weak against others.
So even if we did have a "destroy all armor"-card, I wouldn't call it OP as it only gets it's full value in very specific matchups.
Ways to balance might be possible by making the other player "pay" for destroying armor. Something like an 8 Mana 4/8 Minion with battlecry "Destroy your opponent's armor. Deal the same amount of Damage to this minion". (Don't know if this is playable, but you might get what I'm after).
So I'm really hoping for intelligent tech against armor, though I'm not sure how to do it...
Armor removal? Try Knife Juggler + Call to Arms + Gentle Megasaur!
Lol, I kid, of course.
I think some kind of way to get around armor might be cool, but I can't figure out a good way to do it without breaking aggro.
Guys... Please don't forget that Warrior has been in a horrible place for a long time, despite of some very powerful armor-gain cards. Druid can actually play the armor-game just as well as warrior now!
Armor counters burn spells extremely well, which is perfectly fine IMO, the game has always been like that.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
No. If you are asking that you are probably an aggro mage. And it is fine in that way. Aggro mage is countered by the warrior armor and it is fine in this way
That's like asking blizz to add a card to tech against Health. But then you realize, that's every card that deals damage basically. Adding a tech card when every card that deals damage (minion, spell, whatever) is already a tech card for armor/health is kinda silly.
A hunter specific beast with charge that ignores armor. Then hunter would have access to a card that allows them to be relevant without adding a new draw mechanic like everyone wants.
A one card armor clear is a terrible concept. It takes a lot of cards, hero powers, and mana invested to build up that layer of cushion and there should never be a tech card that peels it all off.
A decent sort of minion to counteract would be a minion that deals double damage to a hero with armor or something of the like.