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I think you can avoid the inital debuff this way.
Furthermore, the 2nd source, is a card that only does okay damage, is single-target and a RARE card and as I said, it exhausts and it's upgrade doesn't do much more.
...So I very strongly disagree here.
On one hand I kinda agree with you: there should be more ways to get rid of or avoid curses. I'm still waiting for attacks or skills that disrupt enemies that plan to curse you, for example, so they can't get the curse off or even get disrupted when they're thinking of shielding/healing/buffing themselves.
I think that would make an excellent deck type: disruptive deck that changes enemy intents, blocks their curses, prevents their blessings and just generally works by making enemies not do what they plan to do in the first place rather than the three guys we now have that all work by reacting to what the enemy does.
On the other hand the game is clearly balanced around you having to deal with curses and debuffs - not using attacks when the enemy has thorns or you have weakness, not getting hit or weakening the enemy when you are vulnerable, having some shuffle when the enemy fills your deck with scum, etc. tt.
Having a quick, easy and re-usable source of artifact would just make too many enemy types push-overs. You'd either have to put some very harsh draw-backs on them (in which case most people probably wouldn't bother) or make it very rare, which would again kinda mess up the point.
A tough one. >_<
The other thing I'll mention on topic is the idea that you're supposed to try to play around weakness/vulnerable/w/e, you know, attack when you aren't weakened, etc. But that's not actually how the game works. A huge quantity of the enemies where it's relevent spam out those debuffs so they're functionally permanent. From the 2nd floor guys "+Strength to self, weakness to you" to the various enemies that spam Fragile like there's no tomorrow, there are so very many encounters where even if you had a semi-common way to get artifact you'd still end up debuffed most of the time, just not... Alllll of the time.
Now you're free to argue one way or the other about how you feel about that, and that's cool and all, but while you have space to deal with statuses/etc. whether due to being able to exhaust or draw-discard them or what have you, a vast majority of debuffs are non-interactable due to the long durations and repeated applications. It's always seemed weird to me that such a major game function like said debuffs is so... Not something you do anything with outside of Relics that make you flatly immune to some sub-categories, and the rare source of artifact. Not that that's a "problem," exactly, it's just always seemed strange from a design standpoint. "You put so much game here, why do I not get to play with it?" Heh.
Having a guy who dispenses a lot of curses of his own or blocks enemy curses, maybe even gets cards that turn curses into boons or give beneficial effects for stacking them would be rad.