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
Thanks for reading the entire post and responsing intelligently... I clearly addressed all of this in my post.
6 Mana 4-6 - Remove all your armor, deal damage equal to the armor removed to your hero.
I mean if you are removing the effect from many many turns from the other player at least it should have a HUGE DRAWBACK, if you are control and can’t beat control because of armor then you should lose anyway.
If you are aggro and your opponent has more armor than you have life then you should lose.
And if you can kill them by taking the damage and using a tech then by all means sure, tech works!
But just removing the armor that in many cases is the result of many turns and several cards then that’s a no. You shouldn’t be able to destroy complete decks and strategies just because you don’t like the mechanic.
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.
I like this, "Battlecry: gain X if your opponent's hero has armor" "Deals double damage to armor" can probably be balanced, and is a common concept from other Blizzard titles.
It does not quite seem elgeant for Hearthstone, though, and just dealing repeated damage from your board is better IMO. Do you guys remember how hard midrange combo druid countered the BRM control warrior?
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.
It takes a large number of cards, mana, etc to play 5 secrets and then get them eaten. Same with AOEs. The point is to have counterplay around when you use these just like every other decision in the game. The benefit of hearthstone is it’s not just a free win for whoever makes the best tempo plays, you play around things to waste your opponent’s resources.
Anyway i would never play that card, i m a control mage player
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
What about a spell that deals health damage equal to the armor someone has? Like “Overheating: deal health damage equal to the number of armor each player has”.
That can be expanded to other things like Freezing every armored and taunt player/minion, or a lighting spell that spreads to every armored and taunt player/minion and so on
I've always thought they they should add some sort of keyword that allows attacks such as weapons, spells or minions to go through armour. Maybe call it penetration xD
I can't really see why Armor removale would be good? It only works when you mainly face Warrior, alittle druid and some mages that run the secret. Then there is also all the Deathknight, but that is such a small amount of armor.
If more classes got access to armor I could see its relevance - I think hunter and rogue would be good candidates for additional armor classes - Something like "Leather Armor" or "Thick beast skin".
Right now I think an armor removal tech card would just be a pack filler.
My suggestion would be something like "armor fuse" with the text "remove all a hero's armor and heal them for the same amount." This way, it only hurts a player who's built a reserve. Otherwise, the player ends with the same effective health as before. I guess it also hurts warrior, since they have so many cards with effects based on amount of armor.
I've been thinking about this too. Druids can generate obscene amounts of armor, as can Warriors, to a lesser extent Mages have Arcane Artificer and Ice Barrier. And throughout the last year we have seen sources of neutral armor gain, with the DKs, Plated Beetle and Gluttonous Ooze.
I don't believe armor is a real issue right now, nor do I think there should ever be a card that straight up removes all armor, but it would be cool to have some sort of "sunder" card.
Although it would encourage more people to play Hunter and Aggro Mage...that's never a good thing.
I can't really see why Armor removale would be good? It only works when you mainly face Warrior, alittle druid and some mages that run the secret. Then there is also all the Deathknight, but that is such a small amount of armor.
If more classes got access to armor I could see its relevance - I think hunter and rogue would be good candidates for additional armor classes - Something like "Leather Armor" or "Thick beast skin".
Right now I think an armor removal tech card would just be a pack filler.
In my post, I mentioned the target archetypes for it: OTK and late-game control. I don't think it should be a valid card for multiple decks or it would be too strong. The idea is to have some sort of counterplay for decks that struggle with removing that armor.
I feel like it would be really cool to have an Alexstraza like armor effect, which basically says "set a hero's armor to 15", it seems more fair than just removing it all, they can make an alternate Alexstraza just like they did with Deathwing.
I think it would be better just to have a piercing keyword that deals double dmg armor. Print some vanilla statted minions like they did with rush and let people use it if they want.
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 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.
It takes a large number of cards, mana, etc to play 5 secrets and then get them eaten. Same with AOEs. The point is to have counterplay around when you use these just like every other decision in the game. The benefit of hearthstone is it’s not just a free win for whoever makes the best tempo plays, you play around things to waste your opponent’s resources.
The difference between Techcards against secrets and all the other stuff is those things interact with the board or is able to kill you. Armor does nothing than increasing the lifetotal. If u play a a deck like Combo and u arent able to put pressure on ur armoring oppenent than u have 2 decisions to make.
First is change the deck in a way u can pressure the oppenent. Build it less greedier. If u dont like it then ur 2nd option is to concede its that easy. Freezemage was in 95% an autoloss against Controlwarrior and thats ok, i mean ye it can be dissapointing matchin into a nearly unwinnable matchup but there are more problemtaic things alrdy in the game. (beside of that it wasnt a reason for freezemage players to not play it even if controlwarrior was quite used)
But IF there would be a tech card against armor it wouldnt make any sense, halfin the armor or create minions with pierce or keywords with double dmg vs armor, first it would be coupled on a minion or something else and it would need to survive a turn AND atk the face for chippin in some dmgs. So i see it like op if there would be a tech against armor it could only be destory all armor everything else would need to much setup for a tech card that is supposed to be a counter and not to be countered before it can counter
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A variant I'd like to see is a tech card that set's a hero's armor to a number where the total of Health+Armor equals 30.
For instance :
You are at 5 health. The card gives you 25 armor.
The opponent has 20 health +30 armor. The card sets the armor at 10.
It would have to be costed similarly to Alexstrasza ofc, but what do you think of the idea ?
Guys. Stop. We had that. Allextraza used to remove armor too. Now it doesn't. Do the math. It was broken.
When spellbreakesr leave the meta, Edwin will rule again.
Id only like the idea if it was something like:
6 Mana 4-6 - Remove all your armor, deal damage equal to the armor removed to your hero.
I mean if you are removing the effect from many many turns from the other player at least it should have a HUGE DRAWBACK, if you are control and can’t beat control because of armor then you should lose anyway.
If you are aggro and your opponent has more armor than you have life then you should lose.
And if you can kill them by taking the damage and using a tech then by all means sure, tech works!
But just removing the armor that in many cases is the result of many turns and several cards then that’s a no. You shouldn’t be able to destroy complete decks and strategies just because you don’t like the mechanic.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
You want a tech card against armor?
We already got it: Pyroblast!
Kappa
Anyway i would never play that card, i m a control mage player
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
What about a spell that deals health damage equal to the armor someone has? Like “Overheating: deal health damage equal to the number of armor each player has”.
That can be expanded to other things like Freezing every armored and taunt player/minion, or a lighting spell that spreads to every armored and taunt player/minion and so on
And i don’t even play Paladins
I've always thought they they should add some sort of keyword that allows attacks such as weapons, spells or minions to go through armour. Maybe call it penetration xD
I can't really see why Armor removale would be good? It only works when you mainly face Warrior, alittle druid and some mages that run the secret. Then there is also all the Deathknight, but that is such a small amount of armor.
If more classes got access to armor I could see its relevance - I think hunter and rogue would be good candidates for additional armor classes - Something like "Leather Armor" or "Thick beast skin".
Right now I think an armor removal tech card would just be a pack filler.
My suggestion would be something like "armor fuse" with the text "remove all a hero's armor and heal them for the same amount." This way, it only hurts a player who's built a reserve. Otherwise, the player ends with the same effective health as before. I guess it also hurts warrior, since they have so many cards with effects based on amount of armor.
I've been thinking about this too. Druids can generate obscene amounts of armor, as can Warriors, to a lesser extent Mages have Arcane Artificer and Ice Barrier. And throughout the last year we have seen sources of neutral armor gain, with the DKs, Plated Beetle and Gluttonous Ooze.
I don't believe armor is a real issue right now, nor do I think there should ever be a card that straight up removes all armor, but it would be cool to have some sort of "sunder" card.
Although it would encourage more people to play Hunter and Aggro Mage...that's never a good thing.
I feel like it would be really cool to have an Alexstraza like armor effect, which basically says "set a hero's armor to 15", it seems more fair than just removing it all, they can make an alternate Alexstraza just like they did with Deathwing.
I think it would be better just to have a piercing keyword that deals double dmg armor. Print some vanilla statted minions like they did with rush and let people use it if they want.
Unpopular opinion: Rogue is OP
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.
I think a good idea would be a keyword on minions that make them deal twice the damage to armor.
How about a card that sets each hero's armor to 5?
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But IF there would be a tech card against armor it wouldnt make any sense, halfin the armor or create minions with pierce or keywords with double dmg vs armor, first it would be coupled on a minion or something else and it would need to survive a turn AND atk the face for chippin in some dmgs. So i see it like op if there would be a tech against armor it could only be destory all armor everything else would need to much setup for a tech card that is supposed to be a counter and not to be countered before it can counter