You can add Plagued to your list of issues. That card is not meant to be attached to anything with poison immunity.
I can see why, it'd be instantly awesome with minimal effort - I'll just walk around spreading death and taking no damage!
So when it will be released all that's needed is a change to its target bar: poison susceptible creature.
Just kidding, targeting restriction is needed in its description. Something like 'this spell can't target creatures with poison immunity'.
And there is where things go off of the rails. No way will the needed dozen cards that would need to be errated ever happen. We have one card that is in desperate need to be changed and it hasn't happened yet.
You mean wizard tower? That's overpowered, yes, but there are at least several ways to depower it without errata which have already been revealed without anyone even noticing.
Hidden tunnels makes conquer much easier to use. You can keep your walls around longer with reinforce, and you can protect reinforce with arcane ward. Blur can be revealed to cancel a conjuration's attack. Then force hold or enfeeble on that wizard, and protect the enchant with an arcane ward.
I'm really exited about arcane ward tbh. Enchantment mind games will be much more viable once it's released, and removal won't be so powerful.
I'm afraid that releasing more cards to deal with WT changes nothing about the problem itself.
You just create more " staple cards" and reduce originality even further.
Whatever cards are released down the line, Wizards are still going to us WT's because they are still overpowered and thus can't be left out of a spellbook.
AW has to cure the illness, not the symptoms.
WT needs Epic and Zone Exclusive
Back to immunity
Maybe, but I'm not so sure of that. Wizard tower is not the first overpowered card we've gotten. Teleport also had the same problem. In the beginning, only nullify jinx, divine intervention or another teleport could counter a teleport. This was of course only so much of a problem when FvW came out and golem pit builds became possible. But now we have astral anchor and blur is on its way, and there will probably be more to come.
As for making more staple cards, I'm also a bit worried about that. The question is whether it's possible to stop overpowered cards from being overpowered without auto including certain cards in your spellbook.
As I see it the current staple spells are:
Acid ball (for armor)
Force hammer (for conjurations)
Geyser (for burns, not as necessary for holy mages)
Dispel (for enchantments, the only Mage atm who doesn't necessarily need it is the warlord)
Dissolve (the only one who doesn't necessarily need it is the Druid, but it's cheaper equipment removal than corrosive orchid so she has no reason not to include it.)
Teleport (Still necessary for buddy or solo rushes trying to get out of tanglevines sometimes, and astral anchor isn't as good if you don't want to stay still. Even so, this has resulted in several of my spellbooks reducing their teleport count to 1.
I'm not sure it's possible to construct a meta game with no staple cards. The number of staple cards does seem to have increased over time, but that doesn't necessarily mean the number of staple cards is going to increase whenever overpowered cards get counters instead of errata. However, don't forget that the power level of each card is relative to other cards. It isn't powerful in a vacuum. What I'm slightly worried about is that wizard tower only costs one quick action while putting up a reinforced wall costs two quick actions, and a third quick action to arcane ward a reinforce. You would need a way to decrease the wizard's action advantage, and I don't think enfeeble alone is going to cut it. Then again, using arcane ward on enfeeble night do a good job. If the wizard is turtling and doesn't want to move, then that might not work so well.
Hidden tunnels and Conquer should also be successful for the bloodwave warlord, though, since it lets you replace the destroyed conjuration with one of your own, and the zone control requirement goes well with the ability to give creatures veteran markers. The anvil throne warlord on the other hand is more likely to do other things. The anvil throne warlord has access to pretty powerful defenses. Cast wall of earth in front of the tower, beef him up with equipment for a while, give him a way to counter unavoidable attacks at close range, and reinforce his battle forge and he probably will be able to overcome the tower just fine. Alternatively, you could have your familiar cast power strike on you while your wielding a heart of gravikor. Suddenly you have 8 dice basic melee attack against corporeal conjurations, and with better value for your mana than using force hammer.
Anyways, the ruling on immunity really doesn't make sense. I should be able to attack a flame immune creature with a flame attack for no effect except for maybe removing a guard marker. Prohibiting that is unintuitive and unthematic and just doesn't make sense. Is immunity forcing mages to not even try to use flame attacks on a flame immune creature? Seems like a violation of "free will", don't think the gods of Etheria would like that.