New Neutral Common - Platebreaker

Incredibly stupid. Wow.

3 Likes

Yet at the same time, control warrior is going to feel very very bad when he runs into a maly druid or holy wrathadin running this. But historically combo decks were always strong against control decks, and the archetype heirarchy dictates that’s how things should work. The fact that control warrior could at one point in the previous meta be exceedingly strong against aggro, combo, midrange, and control silmultaneously was kind of pushing the boundaries too much if you ask me. I don’t mind there being some form of weakness to every archetype. The reason people hated on control warrior last season was because it had just too many tools at its disposal with too little counterplay. This adds some counterplay, but at the expense of every other matchup, so it can only improve win rates in a few specific archetypes. It would actually lower overall win rates in others. It’s not really unbalanced, so I don’t have any issues with its existance.

Very bad card design if you ask me.
Yes armor decks can get very boring but creating a card that practically suggests ‘‘Win any controll deck based on armour’’ is simply not right…

2 Likes

I like the idea, but it make armor for warriors and Druid even useless to waste manna on when you have card destroy it all at once.

It seems right to include this type of card.

1 Like

Armor shouldn’t exist.

Hearthstone is about going FACE.

2 Likes

Why? Plenty of cards have a mechanic that already removes armor. It’s called damage.

Why do you want a delete button for it instead of actually interacting?

Because warriors have too much removal tools already and so the possibility of negating at least one of them (shield slam) is at least something.

1 Like

armor should exist, but cap at like most 10 or 15 not allow as much as you can stack. Just like doing battle cry as Puzzle Box of Yogg-Saron only does ten spells. All it would take is to change the code for armor in the game.

2 Likes

*takes a look at Thekal, and realizes this is an at best biased conclusion

*looks deeper into the psyche of the average salt-stone-player, and ignores the terrible solution for a problem that does not exist

3 Likes

This won’t see play in Standard. Control warrior is kinda around, but not even close to dominant. It’s not worth the card slot against any other class, so no one will run it.

But it will make people not even try things like Heal Paladin.

This is the card that they gave to “fix” the problem with Linecracker and Earthen Scales. And it’s a bad way to do it.

2 Likes

The ability to develop nothing and stack armor should be respected as much as the ability to do nothing then burst for 50 damage in one turn.

2 Likes

The ability to create a good argument should be respected.

You have done nothing of the sort.

1 Like

Lets be honest, control warrior has been plaguing the meta for about three if not more expansions now, from RoS at the very least. Warrior has been choking every control deck, and was undisputed number one before Dr boum nerf. Not only that, its was vastly superior to any other control deck because of his ability to stack hp, while priest for example is limited to heal. There were some game where you couldn’t even start hitting the HP of the warrior. Now at least you have a way to deal with the obnoxious warrior sleeping all game, removing your minions. This card will work like an alexstraza for hightlander mage, you play it late gmae to crush all the armor and start putting big board pressure.

Ugh, no. That effect is way too strong for the cost of a vanilla statted minion.

It should 1) be a dragon. 2) cost 8-9-10 mana. 3) be a legendary. And still be a 5/5.

Or it should be something more modest or interesting, like gain +1/+1 for every point of armor your oppponent has.

1 Like

The way the matching system seems to work if you include this card in deck then probably won’t even get matched against any warrior opponents. So if you don’t like facing warriors then include this card in deck.

2 Likes

I see things abit differently.
Such situation is not new. Refer to Mysterious Challenger and Eater of Secret.
T5 allow something they wishes to push out to the players, and a few months later allow a counter to it.

When they do so, they designed themself into a predicament.

Unlike earlier HS designs, players have a pro/con consideration when they play cards like Jaraxxus, hard countered by sac pact.

As such, seeing such cards like Platebreaker is not surprising from HS history.

However do note: Heal paladin, they still have “Time out” to mitigate the effects of armour loss.

Question:
If not, what design suggestion would have been better?

Because no one has done it:
Common ¡ Minion ¡ Descent of Dragons ¡ Battlecry: Destroy your opponent

As has been stated multiple times, this (like Skulking Geist) will not see play in Aggro/Zoo decks unless those decks are in a meta-pocket infested with high Armor decks. It will potentially see far more play in Control and Combo decks as a tech pick to deal with whatever option there is for massive Armor gain.

It likely won’t decimate Control/Fatigue Warrior or render that deck obsolete. But it will give players a tool if that deck gets out of hand. It will also give players a way to force Linecracker Druid to have an actual gameplan outside of “Gain 2500 Armor and wait for the opponent to fatigue to death”.

And it allows Team 5 making more cards with potential for large amounts of Armor gain in the future.

It probably should have been more like Alex. Choose a hero and set their Armor to X amount. That way it can be used to give you armor or lower your opponent. It would have made it more playable actually.

5 Likes

Not a bad idea. Not a bad idea.