This was my point about needing to conceal quanta usage and damage output information.
A facedown variant of cloak would conceal which creatures have what stats (this would also help with #2).
The idea here is that it will disrupt your opponent's ability to effectively choose targeted effects.
While cloak provides a similar protection, the fact that it outright prevents targeting means that the opponent cannot even cast spells on your creatures to begin with.
With facedown effects, the opponent can still target your creatures. The information game here is inducing your opponent to target poorly and waste their resources (cards, quanta, etc.) by targetting poorly (e.g. hitting a 1|25 armagio with a rage potion instead of a 10|3 crimson dragon).
Likewise you can focus on encouraging mistakes rather than hiding information that will be found out.
In some sense, however, this is roughly equivalent to a popular entropy mechanic idea of randomly redirecting targetted effects.
I think much of the potential would be left untapped (either for facedown or targetting randomization), however, since their are few cards that penalize the opponent for directly targeting them... of course that leads to a common circular design block (much like the ones surrounding field manipulation) that penalizing a player for targeting a creature directly is only useful if you can somehow misdirect their targetting to begin with... but misdirecting targetting is only moderately useful unless you have some mechanic present that can afflict a player for direct targeting.