Repentance, Noble Sacrifice, and Avenge will all be reasonable plays if you have 2+ minions on the board. If you have a lot of divine shield, death rattle, and taunt, Redemption will be too.
Sure, if you try to use Redemption to cheese Sunwalker or Tiron, that'll be a bit obvious - but it's also a 1-mana card. You're going to be obvious when you try to get it to pay off on a card 6x as expensive.
(And even with only 4-secrets, I have seen people probe for the wrong one first).
Repentance, Noble Sacrifice, and Avenge will all be reasonable plays if you have 2+ minions on the board. If you have a lot of divine shield, death rattle, and taunt, Redemption will be too.
Sure, if you try to use Redemption to cheese Sunwalker or Tiron, that'll be a bit obvious - but it's also a 1-mana card. You're going to be obvious when you try to get it to pay off on a card 6x as expensive.
(And even with only 4-secrets, I have seen people probe for the wrong one first).
I think that we might see some people use Avenge, Noble, and Redemption for a Secrets deck. However it is still a bad design choice when the 2 other secrets are near worthless, and Redemption is below decent. All of the Hunter's and Mage's secrets can be justified to put them into your deck.
Explosive Trap, really good way to clear the board.
Freezing Trap, really good for taking out high priority targets when they attack.
Snake Trap, creates some nice combos with other beasts and allows some board presence.
Snipe, great way to weaken or kill high mana targets.
Misdirection, allows the enemies to attack their friends, potentially killing 2 enemies.
Counter Spell, can really ruin someone's day with like an Assassinate or a Hex.
Ice Barrier, a good way to keep you alive. It is like a Shield Block, but with more armor and no card draw.
Ice Block, has good synergy with the minion that gets buffed every time you control a secret, can save your butt in some situations.
Mirror Entity, great card that allows you to trade with almost any minion the enemy summons.
Spellbender, an unexpected Secret that can ruin your enemy's day. Like with a Buff or a High Damage spell.
Vaporize, you can guarantee that it will trade with something.
Duplicate, allows you some card draw in exchange for tempo. Shines when you get Yeti's or Faerie Dragons.
However 3 of the 5 Paladin secrets cannot be completely justified.
Noble Sacrifice, completely negates an enemy attack. Great to keep high priority targets alive.
Avenge, really good with aggro decks that allow you to keep pressure on an enemy.
Redemption, revives a minion and brings it back to life with one health. Most of the time it will just trade with a hero power. Maybe worth it depending on the Meta.
Repentance, way to much luck involved to make this good. You don't know what your enemy will play next. This would be a great card if the Paladin had a reliable 1 damage every turn, however that is not the case.
Eye for an Eye, horrible all the way around. It is by far the worst card in the game.
Also Remember that Secrets are Secrets, so they can't be predicted 100% of the time. While since there are only 2 good Paladin secrets that it is pretty easy to figured out which Secret is which.
That said, I still want Blizzard to change Repentance so that it will only be triggered by minions with 2+ health. I have no problem with secrets getting bad value if they are countered appropriately - but I do not believe in secrets that can be triggered to no effect at all.
There is no point in arguing with people that refuse to see the other side of the story.
You keep on harping on about Eye for an Eye. Well, here's an idea: run it as a two of in your Paladin deck and play a few test matches against Druid (Ramp) and Handlock. Splash the secret on turn 3/4. See how often Eye smacks them for 4+ damage.
E4E was hit hard by the secrets Nerf, but nonetheless its still a card that can really help you win races.
Just because a card CAN be good in some situations doesn't mean it is a good card. It is all about versatility. A Yeti will almost always get value when you play it unless the enemy has the perfect card to counter it. Noble Sacrifice and Avenge are both really good secrets that you know you will get at least some value for. Hell, even Redemption gives some value to you, even though it is pretty small. Both E4E and Repentance most of the time won't give you the value of the card. It is the same reason that wisps are not played. Sure they are good value, but because it replaces a card in your deck you never use them.
That said, I still want Blizzard to change Repentance so that it will only be triggered by minions with 2+ health. I have no problem with secrets getting bad value if they are countered appropriately - but I do not believe in secrets that can be triggered to no effect at all.
I tried to run Light's Justice, put 2 of them in my deck actually. I built a whole deck around weapons and using and buffing them. However the extra damage you take is way to much I believe. Upgrading it to a 2 cost that gives you immunity would be exactly what it needs to be a viable card that isn't over powered. Let's look at the other 2, 2 Mana weapons.
Shaman's Stormforged Axe is a pretty good weapon. It allows you to take out 3, 2 Health creatures.
Warrior's Fiery War Axe is a very good weapon that deals 3 damage 2 times.
The Light's Justice has the possibility of taking out 4, 1 health minions. However there is usually not a lot of them, and then the Light's Justice is just for last hitting big minions. It deals so much extra damage to you it isn't even worth it. If the weapon was 2 Mana and gave you Immunity I could see Paladin's running it and gain something like a fire ball for 4 turns that cannot bypass taunt, which I think is fair for the Mana cost.
Actually, if the Light's Justice was changed to this, I think we would see some people use Repentance more, as it is a very good combo for late game. So because of the combo you mentioned I changed it so that Repentance silences AND reduces the enemy's health to 1. This would be a good card I think would get a lot of plays.
However Eye for an Eye is the last one that is just plain bad. The idea behind it seems to be "You damage me? I damage you." However it is easily countered because the enemy usually attacks with the weakest minion first anyway. If the effect of this went though the whole turn, it would discourage the enemy from further attacking your face, potentially saving your life.
And because of the Naxxramas update, I would believe that Redemption be played a lot more because of the value with some of the deathrattle minions. This would finally make the Paladin's secrets viable and you could actually need to look out for.
I Changed the OP:
I think Redemption should stay the same. You can get some good value out of it, especially with the Naxxramas update that will add a lot of deathrattle cards.
I buffed Repentance so that it Silences and THEN reduces the enemy's health to 1. So you can use the new Light's Justice with Repentance to have a really good combo.
Added Blessed Champion and Holy Wrath for card changes.
There's a lot that could be done for some of the weaker cards, but on a personal level I'd just like to see Guardian of Kings drop to 6 mana. It would be able to save Pally control against aggro a lot more often, and it's frustrating to have a full 10 mana but be unable to drop him with one of his common removal options (Truesilver, Consecration, Hammer, even Pyro + Equality). When you look at some of the other 6 drops in the game (like Highmane or Fire Ele), it doesn't seem like it'd be too powerful at that cost.
There is no point in arguing with people that refuse to see the other side of the story.
Isn't there?
Rollback Post to RevisionRollBack
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
his power equals a 6 drop but the heal ups him one mana.
I don't see that logic in Savannah Highmane or Fire Elemental, both whose extra effects are arguably better than some lifegain (particularly in a game with as much burst damage straight out of hand as Hearthstone). I really do think it dropping to 6 mana would to amazing things for Paladin control, even if it meant dropping the healing to 4 or 5 instead.
his power equals a 6 drop but the heal ups him one mana.
I don't see that logic in Savannah Highmane or Fire Elemental, both whose extra effects are arguably better than some lifegain (particularly in a game with as much burst damage straight out of hand as Hearthstone). I really do think it dropping to 6 mana would to amazing things for Paladin control, even if it meant dropping the healing to 4 or 5 instead.
A 5-6 that heals for 5 that is 6 mana would actually be pretty balanced, it would give a lot of earlier sustain then he already has.
I like most of your buff suggestions, save for two
Eye for an Eye Shouldn't last for a whole turn, that's too strong versus aggro/midrange, and INSANELY strong as an aggro pally, capable of stalling your death 1-2 turns.
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
Rollback Post to RevisionRollBack
Unless explicitly stated, my posts are my opinion and mine only.
I like most of your buff suggestions, save for two
Eye for an Eye Shouldn't last for a whole turn, that's too strong versus aggro/midrange, and INSANELY strong as an aggro pally, capable of stalling your death 1-2 turns.
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
It is tough to figure out to a buff for Eye for an Eye without changing it's whole function. You cannot just do "Double the Damage Taken to the enemy" or "Heal the damage dealt to you" because it doesn't fix the horrible nature of the card. I was thinking about making it, "Deal the Damage Dealt to your hero to all enemy Minions" potentially making it a board clear if a big enemy hits you.
Wow, that's a great idea for Holy Wrath. That makes it just a better card that you can actually plan, I'll add that to the OP.
EDIT:
Okay i came up with a neat idea for Eye for an Eye. Now it does the same effect, but it has a base damage of 5 like Mindblast, but the damage that a character deals is added on top of that. However a downside is that it can kill minions and not always attack the face.
An Eye for an Eye could be fixed easily by making it:
"When your hero is attacked, deal that much damage to the attacking character."
That way a attacking minion would injure itself by attacking (most minions would even kill themselves). That would make it and awesome secret.
I've thought about this, too. It would mean that Eye for an Eye will no longer be able to directly generate wins or ties - but it would gain a bit of board impact to make up for it.
The theme would remain the same, the dodge would remain the same, the mid-game utility would go way up - and the end game utility will remain, albeit in a somewhat weakened form.
I don't think it would be great. It doesn't solve the fact that they can just hit you with their weakest Minion and it still is a waste of a card. I think the best thing for it to do is to make it so that the trigger lasts throughout the whole turn, which means that it may save your life if the enemy doesn't want to risk dealing a lot of damage to themselves.
Vaporize and Misdirection can also be 'foiled' in the same way. They're not usually considered wasted cards.
Also you wouldn't necessarily want to use your weakest minion a 1/1 would die with the proposed revision, but a 2/7 would chug along quite nicely.
An Eye for an Eye could be fixed easily by making it:
"When your hero is attacked, deal that much damage to the attacking character."
That way a attacking minion would injure itself by attacking (most minions would even kill themselves). That would make it and awesome secret.
I've thought about this, too. It would mean that Eye for an Eye will no longer be able to directly generate wins or ties - but it would gain a bit of board impact to make up for it.
The theme would remain the same, the dodge would remain the same, the mid-game utility would go way up - and the end game utility will remain, albeit in a somewhat weakened form.
I don't think it would be great. It doesn't solve the fact that they can just hit you with their weakest Minion and it still is a waste of a card. I think the best thing for it to do is to make it so that the trigger lasts throughout the whole turn, which means that it may save your life if the enemy doesn't want to risk dealing a lot of damage to themselves.
Vaporize and Misdirection can also be 'foiled' in the same way. They're not usually considered wasted cards.
Also you wouldn't necessarily want to use your weakest minion a 1/1 would die with the proposed revision, but a 2/7 would chug along quite nicely.
I changed Eye for an Eye so that it deals the same thing as "When your Hero is damaged, deal the damage to the character that attacked." However it has a base attack of 5, and the attack the character does is added on top of that. That is almost guaranteed to kill any minion that damages you.
An Eye for an Eye could be fixed easily by making it:
"When your hero is attacked, deal that much damage to the attacking character."
That way a attacking minion would injure itself by attacking (most minions would even kill themselves). That would make it and awesome secret.
I've thought about this, too. It would mean that Eye for an Eye will no longer be able to directly generate wins or ties - but it would gain a bit of board impact to make up for it.
The theme would remain the same, the dodge would remain the same, the mid-game utility would go way up - and the end game utility will remain, albeit in a somewhat weakened form.
I don't think it would be great. It doesn't solve the fact that they can just hit you with their weakest Minion and it still is a waste of a card. I think the best thing for it to do is to make it so that the trigger lasts throughout the whole turn, which means that it may save your life if the enemy doesn't want to risk dealing a lot of damage to themselves.
Vaporize and Misdirection can also be 'foiled' in the same way. They're not usually considered wasted cards.
Also you wouldn't necessarily want to use your weakest minion a 1/1 would die with the proposed revision, but a 2/7 would chug along quite nicely.
I changed Eye for an Eye so that it deals the same thing as "When your Hero is damaged, deal the damage to the character that attacked." However it has a base attack of 5, and the attack the character does is added on top of that. That is almost guaranteed to kill any minion that damages you.
5 damage for 1 mana is pretty darn hefty on its own. If that's the route you're going you might as well stop there and scrap the the part where damage scales with the opponent's attack.
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
If I had to guess this might be technically impossible due to the way targeting works in Hearthstone. It would be awkward (and probably quite a coding challenge) to code this targeting mode that can't be cancelled as you've already drawn.
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
If I had to guess this might be technically impossible due to the way targeting works in Hearthstone. It would be awkward (and probably quite a coding challenge) to code this targeting mode that can't be cancelled as you've already drawn.
I think holy wrath is fine as it is. It works well in control decks which generally have 4+ drops through and through ... it's meant to be a gamble & is a fun card when you draw a molten giant for example
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
If I had to guess this might be technically impossible due to the way targeting works in Hearthstone. It would be awkward (and probably quite a coding challenge) to code this targeting mode that can't be cancelled as you've already drawn.
I think holy wrath is fine as it is. It works well in control decks which generally have 4+ drops through and through ... it's meant to be a gamble & is a fun card when you draw a molten giant for example
Agreed - I was just saying that it's probably not possible to invert the order of operations on Holy Wrath as this would violate rules currently set in Hearthstone (You can cancel all targeting).
It does return any damage, just to the enemy hero (this includes spells).
Yes, but the argument (and I'm inclined to agree with it) is that Eye for an Eye would present a more viable threat if it stood a chance of impacting the board.
I actually like the random target idea - it makes it a slightly less powerful Misdirect (which makes sense when you consider that one is 1-mana and the other is 2-mana).
With Avenge that will basically go away.
Repentance, Noble Sacrifice, and Avenge will all be reasonable plays if you have 2+ minions on the board. If you have a lot of divine shield, death rattle, and taunt, Redemption will be too.
Sure, if you try to use Redemption to cheese Sunwalker or Tiron, that'll be a bit obvious - but it's also a 1-mana card. You're going to be obvious when you try to get it to pay off on a card 6x as expensive.
(And even with only 4-secrets, I have seen people probe for the wrong one first).
I think that we might see some people use Avenge, Noble, and Redemption for a Secrets deck. However it is still a bad design choice when the 2 other secrets are near worthless, and Redemption is below decent. All of the Hunter's and Mage's secrets can be justified to put them into your deck.
Explosive Trap, really good way to clear the board.
Freezing Trap, really good for taking out high priority targets when they attack.
Snake Trap, creates some nice combos with other beasts and allows some board presence.
Snipe, great way to weaken or kill high mana targets.
Misdirection, allows the enemies to attack their friends, potentially killing 2 enemies.
Counter Spell, can really ruin someone's day with like an Assassinate or a Hex.
Ice Barrier, a good way to keep you alive. It is like a Shield Block, but with more armor and no card draw.
Ice Block, has good synergy with the minion that gets buffed every time you control a secret, can save your butt in some situations.
Mirror Entity, great card that allows you to trade with almost any minion the enemy summons.
Spellbender, an unexpected Secret that can ruin your enemy's day. Like with a Buff or a High Damage spell.
Vaporize, you can guarantee that it will trade with something.
Duplicate, allows you some card draw in exchange for tempo. Shines when you get Yeti's or Faerie Dragons.
However 3 of the 5 Paladin secrets cannot be completely justified.
Noble Sacrifice, completely negates an enemy attack. Great to keep high priority targets alive.
Avenge, really good with aggro decks that allow you to keep pressure on an enemy.
Redemption, revives a minion and brings it back to life with one health. Most of the time it will just trade with a hero power. Maybe worth it depending on the Meta.
Repentance, way to much luck involved to make this good. You don't know what your enemy will play next. This would be a great card if the Paladin had a reliable 1 damage every turn, however that is not the case.
Eye for an Eye, horrible all the way around. It is by far the worst card in the game.
Also Remember that Secrets are Secrets, so they can't be predicted 100% of the time. While since there are only 2 good Paladin secrets that it is pretty easy to figured out which Secret is which.
Light's Justice
Reliable 1-damage every (well, any) turn.
I never run Repentance without a Light's Justice.
That said, I still want Blizzard to change Repentance so that it will only be triggered by minions with 2+ health. I have no problem with secrets getting bad value if they are countered appropriately - but I do not believe in secrets that can be triggered to no effect at all.
Just because a card CAN be good in some situations doesn't mean it is a good card. It is all about versatility. A Yeti will almost always get value when you play it unless the enemy has the perfect card to counter it. Noble Sacrifice and Avenge are both really good secrets that you know you will get at least some value for. Hell, even Redemption gives some value to you, even though it is pretty small. Both E4E and Repentance most of the time won't give you the value of the card. It is the same reason that wisps are not played. Sure they are good value, but because it replaces a card in your deck you never use them.
I tried to run Light's Justice, put 2 of them in my deck actually. I built a whole deck around weapons and using and buffing them. However the extra damage you take is way to much I believe. Upgrading it to a 2 cost that gives you immunity would be exactly what it needs to be a viable card that isn't over powered. Let's look at the other 2, 2 Mana weapons.
Shaman's Stormforged Axe is a pretty good weapon. It allows you to take out 3, 2 Health creatures.
Warrior's Fiery War Axe is a very good weapon that deals 3 damage 2 times.
The Light's Justice has the possibility of taking out 4, 1 health minions. However there is usually not a lot of them, and then the Light's Justice is just for last hitting big minions. It deals so much extra damage to you it isn't even worth it. If the weapon was 2 Mana and gave you Immunity I could see Paladin's running it and gain something like a fire ball for 4 turns that cannot bypass taunt, which I think is fair for the Mana cost.
Actually, if the Light's Justice was changed to this, I think we would see some people use Repentance more, as it is a very good combo for late game. So because of the combo you mentioned I changed it so that Repentance silences AND reduces the enemy's health to 1. This would be a good card I think would get a lot of plays.
However Eye for an Eye is the last one that is just plain bad. The idea behind it seems to be "You damage me? I damage you." However it is easily countered because the enemy usually attacks with the weakest minion first anyway. If the effect of this went though the whole turn, it would discourage the enemy from further attacking your face, potentially saving your life.
And because of the Naxxramas update, I would believe that Redemption be played a lot more because of the value with some of the deathrattle minions. This would finally make the Paladin's secrets viable and you could actually need to look out for.
I Changed the OP:
There's a lot that could be done for some of the weaker cards, but on a personal level I'd just like to see Guardian of Kings drop to 6 mana. It would be able to save Pally control against aggro a lot more often, and it's frustrating to have a full 10 mana but be unable to drop him with one of his common removal options (Truesilver, Consecration, Hammer, even Pyro + Equality). When you look at some of the other 6 drops in the game (like Highmane or Fire Ele), it doesn't seem like it'd be too powerful at that cost.
All in, all the time.
Isn't there?
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
I don't see that logic in Savannah Highmane or Fire Elemental, both whose extra effects are arguably better than some lifegain (particularly in a game with as much burst damage straight out of hand as Hearthstone). I really do think it dropping to 6 mana would to amazing things for Paladin control, even if it meant dropping the healing to 4 or 5 instead.
All in, all the time.
A 5-6 that heals for 5 that is 6 mana would actually be pretty balanced, it would give a lot of earlier sustain then he already has.
I like most of your buff suggestions, save for two
Eye for an Eye Shouldn't last for a whole turn, that's too strong versus aggro/midrange, and INSANELY strong as an aggro pally, capable of stalling your death 1-2 turns.
Holy Wrath is the other. Nerfing it's upside and making it possibly dead is terrible IMHO. It's honestly a simple fix, just make it draw the card before you pick the target, that way you can spend the damage as efficiently as possible.
Unless explicitly stated, my posts are my opinion and mine only.
It is tough to figure out to a buff for Eye for an Eye without changing it's whole function. You cannot just do "Double the Damage Taken to the enemy" or "Heal the damage dealt to you" because it doesn't fix the horrible nature of the card. I was thinking about making it, "Deal the Damage Dealt to your hero to all enemy Minions" potentially making it a board clear if a big enemy hits you.
Wow, that's a great idea for Holy Wrath. That makes it just a better card that you can actually plan, I'll add that to the OP.
EDIT:
Okay i came up with a neat idea for Eye for an Eye. Now it does the same effect, but it has a base damage of 5 like Mindblast, but the damage that a character deals is added on top of that. However a downside is that it can kill minions and not always attack the face.
Holy crap, that with a Gurubashi Berserker is OP!
I changed Eye for an Eye so that it deals the same thing as "When your Hero is damaged, deal the damage to the character that attacked." However it has a base attack of 5, and the attack the character does is added on top of that. That is almost guaranteed to kill any minion that damages you.
5 damage for 1 mana is pretty darn hefty on its own. If that's the route you're going you might as well stop there and scrap the the part where damage scales with the opponent's attack.
I added some suggestions for Hammer of Wrath and Guardian of Kings now. Tell me what you think.
If I had to guess this might be technically impossible due to the way targeting works in Hearthstone. It would be awkward (and probably quite a coding challenge) to code this targeting mode that can't be cancelled as you've already drawn.
I think holy wrath is fine as it is. It works well in control decks which generally have 4+ drops through and through ... it's meant to be a gamble & is a fun card when you draw a molten giant for example
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Decks (Current as of 12/28):
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It does return any damage, just to the enemy hero (this includes spells).
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
Agreed - I was just saying that it's probably not possible to invert the order of operations on Holy Wrath as this would violate rules currently set in Hearthstone (You can cancel all targeting).
Yes, but the argument (and I'm inclined to agree with it) is that Eye for an Eye would present a more viable threat if it stood a chance of impacting the board.
I actually like the random target idea - it makes it a slightly less powerful Misdirect (which makes sense when you consider that one is 1-mana and the other is 2-mana).
Splash damage for 1 mana, too stronk. I think light's justice has a place in aggro decks, fwiw.
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue