It's not a "someone" that's ignoring the armour, though. It's machines. Machines that fling big rocks, or shoot man-sized arrows. Armour doesn't do much against those sorts of things, and I'd argue that the comparatively low Power of most machines balances out their ability to bypass armour.
I tried to use Sweers back in Closed Beta, when Monsters was still at the top, and he just seemed... unreliable. He was only really useful against NR/SK medics and Nekker decks, and more often than not, it turned out that my opponent still had 1-2 of the target card in their hand, or used a...
Gonna be honest, I kinda feel like he is. You get to just plop an untouchable 25 points down onto the board, and your opponent is given one measly extra card as recompense. I main NG right now, and I've never even considered crafting a Tibor.
He's right up there alongside gold weathers when it...
This is working as intended. Locking halts timer abilities, and removes all tokens - things like Resilience and Quen Shield. Returning the card to your hand and playing it again, or resurrecting the cards, will both restore the tokens.
I've noticed this happen a few times, but weirdly enough, it's only happened when I use Decoy on Albrich. It's definitely just a visual bug, though. The card says 9, however, if I right click on the card, it says 12, and my score is correct.
It's not just Dudu. Those accursed bears will instakill any card with low enough power that appears on the board, before it's ability can trigger.
It's even worse when there's more than one bear in play.
I honestly thought Foltest's ability was kind of useless (although, that might've just been because I kept forgetting to play him).
Regardless, overpowered is the last term I thought I'd see applied to him.
After opening all of my reward kegs from Closed Beta, I somehow wound up with 11 rot tossers... all of which I milled immediately.
I find it a pretty useless card, to be honest, since there's just so many different ways it can be countered. My opponents can decoy them back at me, lock them...
I've never liked the idea of weather cards just straight-up damaging everything (the one exception is Frost, which I think is relatively okay in its current form). So, what if weather cards had strategic uses more closely related to what that type of weather does in real life?
For example, rain...