Just wondering why there hasn’t been an effective hero power counter tech card made yet? There’s some really dumb things. Stupid amount amounts of value being put out for pressing the two mana hero power button. There needs to be at least one card that replaces the enemies hero power even if it’s for two turns even if it’s just a legendary so you can only have one.
There is. In wild there is a 2 card combo that swaps your power with the opponents for a turn, then changes you hero power, so that when it goes back to them they have a different one and you get your original back.
What are the cards? Are they class specific? It needs to be a straight up neutral card. There’s just no reason not to have some balance that is again, reasonably, useful. A two card combo to take one specific thing is just too much space in a deck for something that probably seven out of 10 games you won’t play against. It’s not asking too much with how voraciously unacceptable wisp mage is in wild. There is just about zero counter for that deck outside of absolutely optimal, geared out top of the line Relentless Agro, and even then you still can lose. Yes you can discard out of their hand, but there are four Ish cards that can by themselves win the game and none of them are legendary so you’d need to discard eight of the specific cards out of their deck, which is just about never going to happen. I know wild is wild. OK, but it’s also the only format where a lot of creativity is available and it really shouldn’t be treated so poorly.
It doesn’t stop imbue
there is ummm Mindbreaker in wild…

mindbreaker WILL NOT do enough to stop that nonsense. All the opponent has to do is deal five damage and then do the two mana (or less) hero power button with another cheap “combo” card (which by the way wisp will nearly ALWAYS have 5 damage on the field every turn, and if you remove them it will cost them nothing to slot in damage spells… because they are mage.) That mind card does effectively nothing for this level of power creep. There needs to be a card that disables hero powers for two turns. That would give you a window of opportunity to actually do something, and they would have to stall, that’s reasonable. And if you say that’s still too powerful I don’t care make it to where both players hero powers are disabled for two turns that is fair and balanced far and well enough. Shoot honestly you could make it an eight mana legendary card and it would still be enough. That would at least be slotable for your side deck. There’s really no excuse to not have SOMETHING like that… outside of plain ineptitude, laziness, greed etc. it took me about five minutes to come up with a reasonable solution. We got “professionals” unable to do this… who are, apparently, also unable to read forums… and yes, that absolutely would be enough to stop imbue, in wild, and more than likely in standard as well seeing that standard is actually cracked out of control right now