Pretty much reflect the majority of the group here myself. Eater is a tech card, designed to be glorious in extremely specific situations.
What you tried to design and miserably fail in was a tech card that was vengefully OP out of spite. Making something unbalanced just because you don't like a specific play style is simply wrong.
You by now should have a general idea of what Mage Secrets are. Play around them, it's that simple. Just like Secret Paladin back in the day.
Pretty much reflect the majority of the group here myself. Eater is a tech card, designed to be glorious in extremely specific situations.
What you tried to design and miserably fail in was a tech card that was vengefully OP out of spite. Making something unbalanced just because you don't like a specific play style is simply wrong.
You by now should have a general idea of what Mage Secrets are. Play around them, it's that simple. Just like Secret Paladin back in the day.
Actually what I proposed is pretty much exactly what hungry crab is.
1 mana 1/2, OP effect against a specific set of cards, basically useless in other matchups.
1. It's clear that Eater was designed as an anti-secret paladin card, so it's not wonder that it is clunky as an anti-mage card. The stat gain isn't really that relevant, as the secret you really want to hit is iceblock, ideally on the turn you have lethal. Honestly I wish this card were something like 4 mana 3/5, battlecry: destroy all secrets.
2. It is sort of stupid that the anti-mage tech card is only playable in mage. Imagine the uproar if Golakka only saw play in pirate warrior, or Tar Creeper only saw play in aggro druid. If this were the case, the community would consider them failed tech cards, and rightfully so.
3. On the whole, it is a good thing for the game that Ice block exists. It keeps the metagame from being one-dimensional, so that there's a way to counter pure curvestone decks. But I would like to see more counterplay available, especially 'soft' counterplay. For example, I would like to see more effects that damage your opponent on their turn (a la hydrologist-> eye for an eye). Or effects like Loatheb, though Loatheb himself was way overstatted as a 5 mana 5/5. Ultimately these would be tech cards that wouldn't be auto-includes but would derive some value beyond just the body in a wide range of matchups.
Actually what I proposed is pretty much exactly what hungry crab is.
1 mana 1/2, OP effect against a specific set of cards, basically useless in other matchups.
What you designed is and incredibly overpowered card for it's mana cost. You are only focused on your hate towards Secrets, and you don't even think for a second to see how unbalanced it is. There has to be a balance. The card you propose has the same downside of the hungry crab, which is not terribly bad, but it has an insane upside. When that happens, the Tech Cards are badly designed, they are not balanced. If you want a Tech Card with such a powerful upside, you need to balance it with an equally powerful downside, and you didn't, not even remotely close.
1. It's clear that Eater was designed as an anti-secret paladin card, so it's not wonder that it is clunky as an anti-mage card. The stat gain isn't really that relevant, as the secret you really want to hit is iceblock, ideally on the turn you have lethal. Honestly I wish this card were something like 4 mana 3/5, battlecry: destroy all secrets.
2. It is sort of stupid that the anti-mage tech card is only playable in mage. Imagine the uproar if Golakka only saw play in pirate warrior, or Tar Creeper only saw play in aggro druid. If this were the case, the community would consider them failed tech cards, and rightfully so.
3. On the whole, it is a good thing for the game that Ice block exists. It keeps the metagame from being one-dimensional, so that there's a way to counter pure curvestone decks. But I would like to see more counterplay available, especially 'soft' counterplay. For example, I would like to see more effects that damage your opponent on their turn (a la hydrologist-> eye for an eye). Or effects like Loatheb, though Loatheb himself was way overstatted as a 5 mana 5/5. Ultimately these would be tech cards that wouldn't be auto-includes but would derive some value beyond just the body in a wide range of matchups.
1. No, it was designed to counter any deck with Secrets, the more secrets, the better, since your upside is bigger. When Eater of Secrets was being designed, Secret Paladins were prevalent, Freeze Mage aswell, and Mad Scientist was still available, so Tempo Mages and Hunters with Secrets were all very much alive. With that in mind, they created the best tech card possible. A terrible card against neutral matchups, with an insane and scalable upside against secrets. It doesn't get any better that this, when it comes to TECH CARD design.
2. I'm sorry, WHAT? You should report that bug to Blizzard. In my account, I can use Eater of Secrets in every single class. You need to get your account fixed as soon as possible.--- Just because you don't want to use a Tech Card doesn't mean you can't use it.
3. I'm absolutely in favour of cards like Eye for An Eye, Explosive Trap, Curse of Rafaam, even though I personally hate them as they ruin my games, but they are fair.
Loatheb was badly designed, it was a Tech Card designed much like old Big Game Hunter. Basically no downside but really powerful upside, really unbalanced card, and therefore, it saw play in an insane amount of decks, just like Big Game Hunter did.
As for that last sentence. No, Jesus, is no one reading? TECH CARD, by definition it is meant to be a bad card in neutral matchups to compensate for the fact that you are getting an unfair advantage against specific matchups. When Tech Cards don't have downsides to compensate their upside, there is no risk to running the card, it becomes used in nearly every deck, and the strategies they counter are unviable. And excuse me but all strategies should be viable, not just CurveStone. I myself don't like CurveStone and prefer to play Freeze Mage where I can actually outplay my opponents. So I shouldn't be able to play the game and the strategy I want because someone doesn't want to Tech in Eater of Secrets to make their deck favoured against me?
1. I remember there being a lot of complaining about how Kezan mystic wasn't strong against secret paladin. So it makes sense that Eater was especially targetted at secret paladin, given how it punishes playing a lot of secrets at once. Of the three anti-secret cards they've printed, Eater is the worst one against Ice block.
2. Colloquially, one says that a card is not playable if it is too weak to be a statistically justifiable inclusion in your deck. So for example one might say the Boogiemonster is not playable even though one can absolutely include it in any deck. I am happy to concede this point if you show me some players who got top ladder finishes while running Eater of Secrets in a class other than mage.
3. Of course a card with a useful effect should get reduced stats for the mana cost. But a 4 mana 2/4 is just unbelievably awful for what Eater gives you. Compare Gluttonous Ooze, which I consider a very well designed tech card. Or do you think this card should have had worse stats?
What I proposed is exactly in line with what already exists. You keep saying eater is the best designed card but the fact is it's weaker than other tech cards, and it was designed to counter paladin secrets. How the hell is a 4 mana 2/4 that becomes a 3/5 when it activates a well designed card? 3/5 is lower than vanilla stats for a minion.
All I want is an anti-secret card that's as OP as hungry crab and golakka crawler so there's a better way to beat mage than counter queuing pirate warrior. Something that's not put into random decks, but can be put into a counter-queue deck.
Eater of secrets is a fucking FOUR DROP. How are you going to play it after you living mana with aggro druid, or to play it with bloodlust as aggro shaman on turn 6, or play it in quest rogue period?
Look at the decks out there, nobody runs eater except for mage, since they can drag out the game and then eater + fireball for lethal.
Secret paladin no longer exists because mysterious challenger no longer exists, so that point is moot. A 1 mana 0/1 would be a better tech card in the current meta than the garbage that is eater of secrets. (which is GREAT against secret paladin, a deck that doesn't exist anymore, so that makes the card garbage)
Eater's so shitty that I'd rather just counter-queue pirate warrior against a mage (which happens to be favored against both secret mage, since the breakpoint for their minions is 3 health, and burn mage, since their board clears don't work against weapons) than to try to fuck around with such a shitty tech card.
The point of having it be 1 mana is so that you can play it with minimal negative effect on the rest of your turn. Getting lethal against mage earlier is very significant since they have tons of board clears, and can alex themself on turn 9 to heal.
A tech card should be a "I WIN!" card vs a certain matchup, and a dead card in other matchups, which is exactly what a 1 mana 1/2 is. It's exactly what hungry crab is. I've literally won games on turn 1 by hungry crabbing whatever 1 drop murloc a murlocdin played. Many of them just concede when it happens. So an anti-secret tech should operate the same way. It should destroy secrets in a manner that's stupidly OP so the other player has no chance.
If you think a minion being a vanilla 1/2 isn't a huge downside, let's see you play a deck with a goldshire footman in it and see how that goes.
This to me is the way to design an anti secret card.
Not going to bother hosting via imgur and this is probably poorly balanced as I took all of 5 minutes to make it, but the point of making this card is to show how I'd prefer tech cards to be made. I don't like the overly swingy nature of current tech cards. While I think that secrets are fine as is, you do have a point in that all secret tech cards are really bad against decks that don't have secrets whereas golaka crawler is usable in matchups that don't include pirates.
What this card does is give you a good card in non secret matchups and doesn't completely swing a matchup in your favor against secret decks. It still does a good job of diffusing secrets like ice block or counterspell when needed, but you don't get additional benefits or swings past that. It even forces the player to consider if they would prefer to diffuse a secret or draw a card in a matchup like paladin.
Like I said earlier, this card isn't balanced as a 4/5 that draws with a potential added benefit, but tech cards like this should be the aim for hearthstone since sidedecking isn't a thing. This goes for pirate and murloc tech cards as well. A 1 mana 3/4 against murlocs and a dead card in some matchups isn't great design and creates swingy and honestly unfun games of rock paper scissors (hence the way the meta plays now).
Kezan Mystic was a fantastic tech card versus secrets; the problem was Mysterious Challenger made her nearly useless and everyone complained there needed to be a neutral way to deal with multiple secrets. We ended up with Eater of Secrets. The problem is MC almost immediately became bad in Standard as both Avenge and Kezan Mystic rotated making Eater almost obsolete immediately. Now with Hydrologist and Mage Secret meta back Mezan would be a perfect tech card but she's rotated.
Paradoxically, Eater of Secrets was NOT that good against Secret Paladin. That is a large reason it was such trash. It was a "win more" card against Secret Paladin. If you'd controlled the board and had removal in hand when they played MC on turn six, you didn't need Eater anyway. If Secret Paladin had controlled the board (likelier scenario), playing Eater against his full Christmas tree probably wouldn't save you. Eater was only good if you could use it to gain tempo on turn 4.
It *killed* against Secret Hunter because Secret Hunter was slower than Secret Paladin and was much more invested in its secrets. It was sometimes good against Mage, *if* you could draw it at the right time.
It just isn't a good card. Make it cost 3 and we'll talk.
Paradoxically, Eater of Secrets was NOT that good against Secret Paladin. That is a large reason it was such trash. It was a "win more" card against Secret Paladin. If you'd controlled the board and had removal in hand when they played MC on turn six, you didn't need Eater anyway. If Secret Paladin had controlled the board (likelier scenario), playing Eater against his full Christmas tree probably wouldn't save you. Eater was only good if you could use it to gain tempo on turn 4.
It *killed* against Secret Hunter because Secret Hunter was slower than Secret Paladin and was much more invested in its secrets. It was sometimes good against Mage, *if* you could draw it at the right time.
It just isn't a good card. Make it cost 3 and we'll talk.
Paradoxically, Eater of Secrets released with Old Gods, which rotated out Avenge, Mini-bot and Muster For Battle, which killed Secret Paladin. It wasn't trash, it simply never even had the chance to be played against Secret Paladin, so it's funny you seem to forget that.
It's not a good standalone card, of course not, it's a freaking Tech Card, it's meant to be a great card against Secrets and a bad card against non-Secrets. It's fine and well designed as it is, you just don't know how Tech Cards work, differently from neutral, standalone cards.
Secret Paladin was very much alive in Wild throughout 2016 until Gadgetzan, and that was where we learned that Eater of Secrets just wasn't that good against the full, real-deal Secret Paladin.
This conversation is really based on how much you hate secrets and how you want to have a better card than Eater of Secrets which makes it pointless. The reason it is 4 mana is because mage secrets cost 3 mana, and playing this card on turn 4 is a big swing. Against paladin you have the same chances since Hydrologist is turn 2 making the 1 mana secret mostly played on turn 3. So that justifies the cost of the card, as for the stats being a 2/4. Even if you don't get a secret you can still play this on turn 4 and survive FWA, frostbolt, or flametongue totem minion. You won't keep this in your starting hand if you're not facing a secret class. As for Hunter secrets, you might just get 2 since they can play 1 on turn 2, and then another on turn 3. Again, you get a decent minion on turn 4, and a chance to out value and really screw your opponent if they are playing secrets. Right now you have plenty of decks running secrets, so it's not a bad tech choice. You want a better card that costs less? Pick any other card that has synergy with your deck and learn how to play around secrets. No different than any other situational type card.
The only reason this conversation comes up is because of Secret Mage. It's hard to play against and is flooding the meta. Secret Paladin was bad when it was plaguing the game, but people soon discovered how to play around it. Any deck tracker program can show you which secret is still possibly in play. Eater of secrets really does well against Ice Block, I don't see anything broken here. Against a mage you don't need to remove the secret and do some kind of enormous amount of damage in 1 turn. Usually you just need 1-2 damage for lethal that turn, which 4 mana fits well inside that margin. The argument about Hungry Crab or Golakka Crawler is different since these are targeting aggro style decks. There is no aggro secret deck. All of these cards are well designed, and your argument is hastily designed without much thought.
This to me is the way to design an anti secret card.
Not going to bother hosting via imgur and this is probably poorly balanced as I took all of 5 minutes to make it, but the point of making this card is to show how I'd prefer tech cards to be made. I don't like the overly swingy nature of current tech cards. While I think that secrets are fine as is, you do have a point in that all secret tech cards are really bad against decks that don't have secrets whereas golaka crawler is usable in matchups that don't include pirates.
What this card does is give you a good card in non secret matchups and doesn't completely swing a matchup in your favor against secret decks. It still does a good job of diffusing secrets like ice block or counterspell when needed, but you don't get additional benefits or swings past that. It even forces the player to consider if they would prefer to diffuse a secret or draw a card in a matchup like paladin.
Like I said earlier, this card isn't balanced as a 4/5 that draws with a potential added benefit, but tech cards like this should be the aim for hearthstone since sidedecking isn't a thing. This goes for pirate and murloc tech cards as well. A 1 mana 3/4 against murlocs and a dead card in some matchups isn't great design and creates swingy and honestly unfun games.
No, they are great designs for Tech Cards. You just seem to not understand the purpose of a Tech Card. You want independantly good cards that can also counter certain strategies, which means those strategies become unviable since there is no risk to use those cards in your deck. That is HORRIBLE design for Tech Cards. Look at how Big Game Hunter prevented 7+ Attack minions from being played for 2 years because it was independantly good and risk free to include in any deck. You played Dr.Boom for the Boom Bots, which were better than Dr Boom himself, and you played Alexstraza as Freeze Mage to use her Battlecry. Nothing else saw play, simply because a terribly designed Tech Card existed called Big Game Hunter. You don't want that kind of Tech Card to be printed again, it prevents the Target strategy from being playable.
The thing that is actually unfun is having cards and strategies be unplayable in the game because of badly designed tech cards.
Edit: By the way, the card you posted is actually almost well designed. You just have to remove the second part of the text. It if only reads "Battlecry: Destroy a random enemy secret." with those stats and no actual benefit for using it againt Neutral decks, it would be a fine card. It wouldn't be anything special as design, just pretty bland, but it would be a balanced Tech Card. When you add the draw a card effect for neutral matchups, you remove any downside of the card being a tech card, so it's really unbalanced. There needs to be a downside on neutral matchups, not an upside. It could potencially be acceptable though, and only for a specific reason. You made it a class exclusive card, where card are generally more unbalanced. It would still be bad design, but I can see it happening if it is class exclusive. Once you make that card neutral, it stops being acceptable in any way. (Even though I would personally hate Priests with that card, but at least it's somewhat acceptable.)
I was more trying to get the concept across and not show off a card. My point was that cards shouldn't win or lose you a game on preview. Putting a 4 mana 2/4 into your deck against pirate warrior feels horrible and can give you a dead draw that makes some games incredibly difficult. Putting a 4 mana 2/4 that destroys all secrets and grows significantly based on the number of secrets, feels bad for your opponent that just happens to play secret mage and lose basically on matchup because of a deck building decision.
What I'm proposing is to create techs that improve your matchup against a deck, without the massive overpowered swing AND not making the card horrible against other decks. While my card did a poor job of showing this concept off since a 5 mana 4/5 draw a card with a slight upside would be universally played, it most certainly doesn't invalidate an archetype as a 5 mana 4/5 destroy a secret is infinitely worse than any secret tech up until this point (Kezan stole the secret at 4/3 and eater destorys all secrets and pumps itself up both for one mana less).
You aren't entirely wrong about big game hunter, but this card also shows what I'm trying to avoid. The swing of BGH was HUGE and as a 3 mana 4/2 the drawback wasn't that big. The point of a tech shouldn't be to invalidate decks when played, but to give the player that plays them a punchers chance.
Edit: Maybe a 4 mana druid card that is a choose one play a 4/5 or a 3/4 that destroys a secret would work as a better example. I don't know, I'm not a card designer.
To me, the best tech cards are the ones that are cheap enough to utilize without wasting too many resources to use and also the ones that pass the vanilla test so as to not gimp your deck when you don't face what they're tech'd against. This is why I feel that Acidic Swamp Ooze is one of the best tech cards in the game. A 2 mana 3/2, while not great is not bad either. It's on par with a Bloodfen Raptor and can be played on curve as a standard two drop if your opponent doesn't use weapons. And of course those instances when it does destroy a weapon, while quite impactful it doesn't completely obliterate your opponent (like old-school BGH used to do). It's a very well balanced tech card.
Golakka Crawler is another good example of a well designed tech card. On it's own, it's just another 2 mana 2/3, which passes the vanilla test, so still useful even when not fighting pirates. However, when fighting pirates, it can definitely help swing the game in your favor without completely winning the game for you single-handedly.
The reason why Eater of Secrets is weak as a tech card is for one, it doesn't pass the vanilla test. At 4 mana, 4/5 is vanilla and even 3/5 is acceptable. Eater of Secrets though is a 2/4, which is weak even by 3 drop standards. So, unless your opponent has a secret, it's a very gimped card, unlike the other previously mentioned tech cards that are always effective as a 2 drop minion.
My other problem with Eater of Secrets is it's cost. Earlier in the game especially, 4 mana is a sizable investment for a simple tech card. What makes other tech cards effective alongside their vanilla power status is their cheap(er) cost. 4 mana is just expensive.
I'd love to see an anti secret tech card like this.
As a 3 mana 3/4, it passes the vanilla test, so even if it's effect doesn't trigger, you won't be gimping yourself too much by including it. When it does trigger, it's not completely devastating to your opponent because only a single secret is being countered, though it would also serve the purpose of providing information so you know exactly how to play in the future since the secrets that aren't destroyed would still be revealed to you. It does give the player playing it the power to pick and choose exactly what secret to counter though. So, the most detrimental secret in the game can effectively be tech'd against *cough* Ice Block *cough*.
Basically, this is just an example of how an anti-secret tech card could be implemented effectively. A 2 mana 2/3 or 3/2 with the same effect would also work, I just personally feel that area is over-crowded as is already. Just so long as it passes the vanilla test and it's not too costly, we could actually get an effective anti-secret tech card.
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Pretty much reflect the majority of the group here myself. Eater is a tech card, designed to be glorious in extremely specific situations.
What you tried to design and miserably fail in was a tech card that was vengefully OP out of spite. Making something unbalanced just because you don't like a specific play style is simply wrong.
You by now should have a general idea of what Mage Secrets are. Play around them, it's that simple. Just like Secret Paladin back in the day.
Don't forget summoning two 1/1 boom bots.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
1. It's clear that Eater was designed as an anti-secret paladin card, so it's not wonder that it is clunky as an anti-mage card. The stat gain isn't really that relevant, as the secret you really want to hit is iceblock, ideally on the turn you have lethal. Honestly I wish this card were something like 4 mana 3/5, battlecry: destroy all secrets.
2. It is sort of stupid that the anti-mage tech card is only playable in mage. Imagine the uproar if Golakka only saw play in pirate warrior, or Tar Creeper only saw play in aggro druid. If this were the case, the community would consider them failed tech cards, and rightfully so.
3. On the whole, it is a good thing for the game that Ice block exists. It keeps the metagame from being one-dimensional, so that there's a way to counter pure curvestone decks. But I would like to see more counterplay available, especially 'soft' counterplay. For example, I would like to see more effects that damage your opponent on their turn (a la hydrologist-> eye for an eye). Or effects like Loatheb, though Loatheb himself was way overstatted as a 5 mana 5/5. Ultimately these would be tech cards that wouldn't be auto-includes but would derive some value beyond just the body in a wide range of matchups.
What I proposed is exactly in line with what already exists. You keep saying eater is the best designed card but the fact is it's weaker than other tech cards, and it was designed to counter paladin secrets. How the hell is a 4 mana 2/4 that becomes a 3/5 when it activates a well designed card? 3/5 is lower than vanilla stats for a minion.
All I want is an anti-secret card that's as OP as hungry crab and golakka crawler so there's a better way to beat mage than counter queuing pirate warrior. Something that's not put into random decks, but can be put into a counter-queue deck.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Eater of secrets is a fucking FOUR DROP. How are you going to play it after you living mana with aggro druid, or to play it with bloodlust as aggro shaman on turn 6, or play it in quest rogue period?
Look at the decks out there, nobody runs eater except for mage, since they can drag out the game and then eater + fireball for lethal.
Secret paladin no longer exists because mysterious challenger no longer exists, so that point is moot. A 1 mana 0/1 would be a better tech card in the current meta than the garbage that is eater of secrets. (which is GREAT against secret paladin, a deck that doesn't exist anymore, so that makes the card garbage)
Eater's so shitty that I'd rather just counter-queue pirate warrior against a mage (which happens to be favored against both secret mage, since the breakpoint for their minions is 3 health, and burn mage, since their board clears don't work against weapons) than to try to fuck around with such a shitty tech card.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
The point of having it be 1 mana is so that you can play it with minimal negative effect on the rest of your turn. Getting lethal against mage earlier is very significant since they have tons of board clears, and can alex themself on turn 9 to heal.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
A tech card should be a "I WIN!" card vs a certain matchup, and a dead card in other matchups, which is exactly what a 1 mana 1/2 is. It's exactly what hungry crab is. I've literally won games on turn 1 by hungry crabbing whatever 1 drop murloc a murlocdin played. Many of them just concede when it happens. So an anti-secret tech should operate the same way. It should destroy secrets in a manner that's stupidly OP so the other player has no chance.
If you think a minion being a vanilla 1/2 isn't a huge downside, let's see you play a deck with a goldshire footman in it and see how that goes.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
This to me is the way to design an anti secret card.
Not going to bother hosting via imgur and this is probably poorly balanced as I took all of 5 minutes to make it, but the point of making this card is to show how I'd prefer tech cards to be made. I don't like the overly swingy nature of current tech cards. While I think that secrets are fine as is, you do have a point in that all secret tech cards are really bad against decks that don't have secrets whereas golaka crawler is usable in matchups that don't include pirates.
What this card does is give you a good card in non secret matchups and doesn't completely swing a matchup in your favor against secret decks. It still does a good job of diffusing secrets like ice block or counterspell when needed, but you don't get additional benefits or swings past that. It even forces the player to consider if they would prefer to diffuse a secret or draw a card in a matchup like paladin.
Like I said earlier, this card isn't balanced as a 4/5 that draws with a potential added benefit, but tech cards like this should be the aim for hearthstone since sidedecking isn't a thing. This goes for pirate and murloc tech cards as well. A 1 mana 3/4 against murlocs and a dead card in some matchups isn't great design and creates swingy and honestly unfun games of rock paper scissors (hence the way the meta plays now).
You cant really compare anti murloc card to anti secret card and use that to justify your argument. Apples to oranges
I miss Kezan Mystic much better than Eater of Secrets
How about indirect tech counters? Like how Big Time Racketeer counters Mirror Entity and Polymorph Potion.
A vanilla minion that doesn't counter secrets in general but can line up against Ice Block, for example.
4 mana 4/5: "at the start of each turn, deal 1 damage to that player."
Anger is the punishment we give ourselves for someone else's mistake.
Kezan Mystic was a fantastic tech card versus secrets; the problem was Mysterious Challenger made her nearly useless and everyone complained there needed to be a neutral way to deal with multiple secrets. We ended up with Eater of Secrets. The problem is MC almost immediately became bad in Standard as both Avenge and Kezan Mystic rotated making Eater almost obsolete immediately. Now with Hydrologist and Mage Secret meta back Mezan would be a perfect tech card but she's rotated.
Balancing busted cards version 1.0.
Paradoxically, Eater of Secrets was NOT that good against Secret Paladin. That is a large reason it was such trash. It was a "win more" card against Secret Paladin. If you'd controlled the board and had removal in hand when they played MC on turn six, you didn't need Eater anyway. If Secret Paladin had controlled the board (likelier scenario), playing Eater against his full Christmas tree probably wouldn't save you. Eater was only good if you could use it to gain tempo on turn 4.
It *killed* against Secret Hunter because Secret Hunter was slower than Secret Paladin and was much more invested in its secrets. It was sometimes good against Mage, *if* you could draw it at the right time.
It just isn't a good card. Make it cost 3 and we'll talk.
This conversation is really based on how much you hate secrets and how you want to have a better card than Eater of Secrets which makes it pointless. The reason it is 4 mana is because mage secrets cost 3 mana, and playing this card on turn 4 is a big swing. Against paladin you have the same chances since Hydrologist is turn 2 making the 1 mana secret mostly played on turn 3. So that justifies the cost of the card, as for the stats being a 2/4. Even if you don't get a secret you can still play this on turn 4 and survive FWA, frostbolt, or flametongue totem minion. You won't keep this in your starting hand if you're not facing a secret class. As for Hunter secrets, you might just get 2 since they can play 1 on turn 2, and then another on turn 3. Again, you get a decent minion on turn 4, and a chance to out value and really screw your opponent if they are playing secrets. Right now you have plenty of decks running secrets, so it's not a bad tech choice. You want a better card that costs less? Pick any other card that has synergy with your deck and learn how to play around secrets. No different than any other situational type card.
The only reason this conversation comes up is because of Secret Mage. It's hard to play against and is flooding the meta. Secret Paladin was bad when it was plaguing the game, but people soon discovered how to play around it. Any deck tracker program can show you which secret is still possibly in play. Eater of secrets really does well against Ice Block, I don't see anything broken here. Against a mage you don't need to remove the secret and do some kind of enormous amount of damage in 1 turn. Usually you just need 1-2 damage for lethal that turn, which 4 mana fits well inside that margin. The argument about Hungry Crab or Golakka Crawler is different since these are targeting aggro style decks. There is no aggro secret deck. All of these cards are well designed, and your argument is hastily designed without much thought.
To me, the best tech cards are the ones that are cheap enough to utilize without wasting too many resources to use and also the ones that pass the vanilla test so as to not gimp your deck when you don't face what they're tech'd against. This is why I feel that Acidic Swamp Ooze is one of the best tech cards in the game. A 2 mana 3/2, while not great is not bad either. It's on par with a Bloodfen Raptor and can be played on curve as a standard two drop if your opponent doesn't use weapons. And of course those instances when it does destroy a weapon, while quite impactful it doesn't completely obliterate your opponent (like old-school BGH used to do). It's a very well balanced tech card.
Golakka Crawler is another good example of a well designed tech card. On it's own, it's just another 2 mana 2/3, which passes the vanilla test, so still useful even when not fighting pirates. However, when fighting pirates, it can definitely help swing the game in your favor without completely winning the game for you single-handedly.
The reason why Eater of Secrets is weak as a tech card is for one, it doesn't pass the vanilla test. At 4 mana, 4/5 is vanilla and even 3/5 is acceptable. Eater of Secrets though is a 2/4, which is weak even by 3 drop standards. So, unless your opponent has a secret, it's a very gimped card, unlike the other previously mentioned tech cards that are always effective as a 2 drop minion.
My other problem with Eater of Secrets is it's cost. Earlier in the game especially, 4 mana is a sizable investment for a simple tech card. What makes other tech cards effective alongside their vanilla power status is their cheap(er) cost. 4 mana is just expensive.
I'd love to see an anti secret tech card like this.
As a 3 mana 3/4, it passes the vanilla test, so even if it's effect doesn't trigger, you won't be gimping yourself too much by including it. When it does trigger, it's not completely devastating to your opponent because only a single secret is being countered, though it would also serve the purpose of providing information so you know exactly how to play in the future since the secrets that aren't destroyed would still be revealed to you. It does give the player playing it the power to pick and choose exactly what secret to counter though. So, the most detrimental secret in the game can effectively be tech'd against *cough* Ice Block *cough*.
Basically, this is just an example of how an anti-secret tech card could be implemented effectively. A 2 mana 2/3 or 3/2 with the same effect would also work, I just personally feel that area is over-crowded as is already. Just so long as it passes the vanilla test and it's not too costly, we could actually get an effective anti-secret tech card.