Team pushes should not be able to move someone entangled. and a whirlwind should have to do a roll if it pulls someone entangled.
So, really what you are saying is that Halt is underpowered. I could maybe get behind that idea, if it prevented all movement then it would definitely become much stronger and possibly compete with Encumber.
They are the only way to deal with encumber at the moment. If you took that out it would be whirlwind deck that would be the only counter to encumber/lava.
I was not talking about encumber, I am talking about spells with the "Halt" keyword. I think that those spells could use a buff.
No it prevents them from using any movement which is a big big difference with all the pushes slides and team moves around. I agree that halt is at the very least slightly underpowered.
In thinking about this, it would make for some interesting gameplay if the Halt mechanic worked as a "no one can move this character for any reason for 1 round". You may choose to "anchor" one of your toons to a victory square that round for instance and make it worth placing on your own toon. It also goes a little better with the wording, "Attach to target character. Target may not play Move cards. If target moves, reduce it's move points to zero." Something to consider.
I like that idea, because it makes hit the deck more interesting as you can try to block with it on a victory point. Also you can use entangling roots as a faux immovable to prevent getting whirlwinded.