I'd just do one damage to hero per turn (but not Sustain) to represent the tough weight of the armor and mean they can't just stall out for who knows how long without the penalty until opponent finally gets rid to trigger destruction damage.
By doing 1 per turn, if it sticks for many turns (while stalling) it could end up costing lot more damage to user, which is how it should be. I think 5 up front would probably just kill off the card entirely.
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