Sick meta defining card my dudes, sure did a whole lot of nothing against Galakrond warrior and Pirate warrior
Hearthpwn are literally worthless at rating cards as usual.
You don’t understand the game, do you ? These 2 archetypes you mentioned do not rely on fatigue and armor gain, obviously this card is completely useless when your opponent has no armor.
This specifically counter control warrior. If control warrior was tier 1 and this card didn’t see play, then you would have the right to say people were wrong.
Did you see the people who literally claim warrior is dead, armor is warrior's identity and this card is way too cheap and it should've only reduced armor by half? Without even thinking about how warrior could just...move away into another strategy?
The amount of fear people have for a mere tech card is almost laughable. Besides, reducing the opponent's armor is only half the battle, you still have to contend with warrior's removal and threats. I sure as hell wouldn't be slamming a mere 5/5 that only work for 2 class onto the board and suddenly proclaim I'm winning just because their armor is now gone (that they could totally just build up again because their hero power/armor source is still there)
Everybody who suggest the dev to half-ass this effect and even make it more wordy just so they can stay in their flimsy armor fort for a bit longer, y'all cowards. Just adapt to the game changing instead of being lazy.
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Imagine being so illiterate that you can't understand a simple argument. When did the bad warrior emote you?
Core class mechanic is a mechanic that the majority of the class' identity is build around, with this sometimes being reflected in the hero power (like in warrior's case). You'd be an idiot to argue that armor isn't warrior's core class mechanic. It is the classes ''thing'' and only one other class has a natural way of obtaining it (druid via hero power) while others need very specific cards to obtain some of it. It is not something that is just given to every class out there to use as freely as warrior does.
Druid's core mechanic is to ramp. It is the ramp class. Now imagine if a card came out and said ''Your opponent can't gain more than one mana crystal'' or something similar. Who does this card target? It targets one specific class, aiming at the one thing that it is its core mechanic. This isn't a conditional card that needs to meet some requirements to activate or that removes a small amount of advantage that your opponent has (like destroy one secret or steal a weapon for example). This is the main focus of your class just...gone.
The idea behind armor is to take warrior into the late game and punish their opponents in it. Your opponent is punished for not being able to deal with you quicker. Control warrior isn't this unstoppable force that no one can beat because of armor. This card punished that idea. It punishes you for doing what warrior is meant to do. That is why cards like it shouldn't exist.
On the sidenote: no, I don't think that this card is as good as some people believe it is. It will only see play if control warrior ever becomes a thing after this and at tournament play when you know that there will be warrior decks out there. The design is the problem, not the card itself.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
This card came a little bit too late for standard as Odd Warrior and the best Druid armor cards are gone. This card is needed to stop decks that rely too much on stalling and gaining armor which lead to unnecessarily long and frustrating games. Right now, it only does something against Control Warrior which doesn't gain as much armor as last year so this most likely won't see much play.
The main problem with it is how Warrior was designed around armor as a class. The Warrior hero power does nothing other than give a little bit of armor. It doesn't impact the board in any way and it doesn't progress you towards winning the game (like Hunter). To compensate for this, they created armor synergy cards for the class. Cards that take that number (armor amount) and do X thing with it. This new tech card is capable of nullifying completely the hero power and all its synergy cards instantly. Warrior doesn't just lose X amount of health. They lose the ability to use many of its class specific cards that are meant to compensate for the weak hero power. That's really bad. Whether or not this kills the class, it certainly targets and hurts it much, much more than any other class in the game. That's not a really fair thing, i'd say.
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
Man its not about shield slam, its about the control warrior archetype itself. With armour up you gain time and that time you can use it for giving more value to the cards that you play(for example clearing more minions with brawl) . I see very low knowledge about the game and the mechanichs on this forum, and even tho i try to explain things people can just not get it. You cant really think about shield slam or other shield cards couse as you said they dont need much armour to be usefull so as you aaid byyourself dont even mention it.
I mean i play only wild, control warrior is not usable anymore and i never liked to play it but this card just killed it in standard too.
I already said it once and I will say it again. If you had enough time to accumulate a large enough supply of armor, enough that this card being dropped down devastated you that hard, you literally also have the mana to play other stuff, do more control related stuff. Maybe you'll have to be more proactive, instead of forcing it down to fatigue where the player with higher armor win. But is there anything wrong with that? Certainly better than winning a match because you have 20HP and 30 armor and your opponent just can't bother with playing anything anymore.
Also, a 5/5 isn't that great of a statline on a minion. If you play a card that counter only 2 class in the game, you have to also live with the fact that it's a dead card if class outside of those two become meta.
This card is certainly an unprecedented move, but people are greatly exaggerating it like the card owes them money or something. I'm more amused by the ridiculous reactions this forum have for it.
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Imagine being so illiterate that you can't understand a simple argument. When did the bad warrior emote you?
Core class mechanic is a mechanic that the majority of the class' identity is build around, with this sometimes being reflected in the hero power (like in warrior's case). You'd be an idiot to argue that armor isn't warrior's core class mechanic. It is the classes ''thing'' and only one other class has a natural way of obtaining it (druid via hero power) while others need very specific cards to obtain some of it. It is not something that is just given to every class out there to use as freely as warrior does.
Druid's core mechanic is to ramp. It is the ramp class. Now imagine if a card came out and said ''Your opponent can't gain more than one mana crystal'' or something similar. Who does this card target? It targets one specific class, aiming at the one thing that it is its core mechanic. This isn't a conditional card that needs to meet some requirements to activate or that removes a small amount of advantage that your opponent has (like destroy one secret or steal a weapon for example). This is the main focus of your class just...gone.
The idea behind armor is to take warrior into the late game and punish their opponents in it. Your opponent is punished for not being able to deal with you quicker. Control warrior isn't this unstoppable force that no one can beat because of armor. This card punished that idea. It punishes you for doing what warrior is meant to do. That is why cards like it shouldn't exist.
On the sidenote: no, I don't think that this card is as good as some people believe it is. It will only see play if control warrior ever becomes a thing after this and at tournament play when you know that there will be warrior decks out there. The design is the problem, not the card itself.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
This card came a little bit too late for standard as Odd Warrior and the best Druid armor cards are gone. This card is needed to stop decks that rely too much on stalling and gaining armor which lead to unnecessarily long and frustrating games. Right now, it only does something against Control Warrior which doesn't gain as much armor as last year so this most likely won't see much play.
The main problem with it is how Warrior was designed around armor as a class. The Warrior hero power does nothing other than give a little bit of armor. It doesn't impact the board in any way and it doesn't progress you towards winning the game (like Hunter). To compensate for this, they created armor synergy cards for the class. Cards that take that number (armor amount) and do X thing with it. This new tech card is capable of nullifying completely the hero power and all its synergy cards instantly. Warrior doesn't just lose X amount of health. They lose the ability to use many of its class specific cards that are meant to compensate for the weak hero power. That's really bad. Whether or not this kills the class, it certainly targets and hurts it much, much more than any other class in the game. That's not a really fair thing, i'd say.
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
I absolutely hate it. Cards that exist only to hate/hardcounter a single, core, class mechanic shouldn't exist. It is as though warlock suddenly became a problem and we got a card that prevents our opponent from drawing cards during their turn or if a rogue got too good and now a new card came out that prevents it from idk equipping weapons!
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Bunch of people out here yelling about how warrior is dead because this card exist, but last I check tempo warrior doesn't need armor to bash my face into the ground, and warrior's hero power has always been bad and not spammable unless you really needed that extra survivability
Control warrior matchup has infamously been unfun anyway, so a card that can shorten the game's duration is a great help. Game can now be won on skills instead of "who drew dr boom first and stacked armors earlier."
(now if they could print new polymorph effects to kill resurrect priest it'd be appreciated)
Did you see the people who literally claim warrior is dead, armor is warrior's identity and this card is way too cheap and it should've only reduced armor by half? Without even thinking about how warrior could just...move away into another strategy?
The amount of fear people have for a mere tech card is almost laughable. Besides, reducing the opponent's armor is only half the battle, you still have to contend with warrior's removal and threats. I sure as hell wouldn't be slamming a mere 5/5 that only work for 2 class onto the board and suddenly proclaim I'm winning just because their armor is now gone (that they could totally just build up again because their hero power/armor source is still there)
Now that this thread suddenly decided to pop up
Sick meta defining card my dudes, sure did a whole lot of nothing against Galakrond warrior and Pirate warrior
Hearthpwn are literally worthless at rating cards as usual.
Everybody who suggest the dev to half-ass this effect and even make it more wordy just so they can stay in their flimsy armor fort for a bit longer, y'all cowards. Just adapt to the game changing instead of being lazy.
I already said it once and I will say it again. If you had enough time to accumulate a large enough supply of armor, enough that this card being dropped down devastated you that hard, you literally also have the mana to play other stuff, do more control related stuff. Maybe you'll have to be more proactive, instead of forcing it down to fatigue where the player with higher armor win. But is there anything wrong with that? Certainly better than winning a match because you have 20HP and 30 armor and your opponent just can't bother with playing anything anymore.
Also, a 5/5 isn't that great of a statline on a minion. If you play a card that counter only 2 class in the game, you have to also live with the fact that it's a dead card if class outside of those two become meta.
This card is certainly an unprecedented move, but people are greatly exaggerating it like the card owes them money or something. I'm more amused by the ridiculous reactions this forum have for it.
if you have the time to sit your ass on enough armor that this card actually brought sizable value, you should've been playing taunts or impactful minion on the field already. Suddenly removing your armor doesn't make you immediately lose the game, and you still have the option of continuing to armor up. Hell, maybe they'll print even BETTER armor card now that there's SOME risk associated in armoring up.
Also there's other option of surviving the game other than sitting on armor. How about new removals and AoE?
You're vastly overestimating the amount of armor interacting cards this game have. Warrior have 7 of them in the entire darn game (2 in standard currently), and only Shield Slam has ever been viable. Besides, it doesn't take that many armor up for said cards to give appropriate value for their cost again.
Imagine being so fragile that you'd have to make exaggerated examples to make a point.
Where were you when the game prints secret hate? What constitute a "core class mechanic" to you? Everything in this game need to have a certain amount of risk involve so that one have to use their brain and consider, and they just decided to introduce a bigger risk for armor stacking warrior who got off for an entire year.
Using a weapon already have the risk of paying with your health, or getting said weapon stolen by weapons hate. Warlock's draw pay with their health, and push them to fatigue faster if they don't play around it and game last long enough.
Bunch of people out here yelling about how warrior is dead because this card exist, but last I check tempo warrior doesn't need armor to bash my face into the ground, and warrior's hero power has always been bad and not spammable unless you really needed that extra survivability
Control warrior matchup has infamously been unfun anyway, so a card that can shorten the game's duration is a great help. Game can now be won on skills instead of "who drew dr boom first and stacked armors earlier."
(now if they could print new polymorph effects to kill resurrect priest it'd be appreciated)