I do think this is a genuinely unexplored area which could see some cool card concepts.
We have anti-secret cards, I would like to play with some other "techs" too. That would also make armor cards potentially much more interesting in the future. Currently it is probably one of the most boring aspects of the game.
The "anti armor tech" couldn't be too strong though, because that would invalidate entire class.
I was thinking, that some fairly weak minion like the one below would give us oportunity to even things out occasionally, but would still just be too bad to become an auto-include even when armor decks are dominant.
This is a thing I've been thinking about recently. Armor is one of the harder things in the game to play around. The only way to actually remove it is damage, while other things like minions, health, and weapons have Speed TestScrabble Word FinderSolitaire alternative methods of removal or transformation. Add in that some classes historically become oppressive when they can generate too much armor, like Druid or Warrior at points in time, and it makes sense for the mechanic to have a some sort of counter play added.
I agree a counterplay would be nice, for example in K&C where the warrior had to spend his armor for AoE, that imo was balanced.
I like the idea. I don't see why we shouldn't have a weapon, for example, that does double damage to armour. Or spells that ignore armour when dealing damage. It could be interesting, if designed well. Warriors (and historically Druids) reaching 50+ health equivalent is ridiculous.
Armor cap seems like a good compromise. Armor is an issue. Not a big issue but it has no counter other than damage. If you raise your health indefinitely as you can armor then it would make sense but you can't. Even priest can only get it to 40.