Well the cancer part of this card is definetally glyphe imagine that you require to survive one more turn but you didn't draw one of your Ice Block or Ice Barrier from your deck so you get this and bam one more turn for you
It's not a very intimidating list to begin with, and you'll only get five. You can kill three of them with a single cheap spell (if they are all present). Ice Block and Ice Barrier don't even do anything. The minion removal or theft will be annoying, but the Mage is likely to screw himself if he runs both Potion of Polymorph and Mirror Entity.
Honestly, the Paladin xmas tree was far more troublesome to deal with.
Can someone calculate how many secrets you need to run in your deck to make this over 50% to play.. 3 secrets? 4 secrets? 5 secrets? Assuming you use 2 arcanologists and don't use other card draw mechanics and don't get milled.
At least 6 secrets, this card is no worth at all, in any case.
Seems kinda... meh? Mysterious Challenger was not only cheaper by (2) but also came with a body. And one of the biggest drawbacks of Secret Paladin was that sometimes you just drew all the Secrets before you got to play Challenger. At least Paladin Secrets are cheap so you could abuse them with Secretkeeper and not instantly lose when this happened.
But this? I mean, if we take Challenger into consideration, you need to be running ~6 Secrets to keep the effect consistently powerful. Not sure if a deck playing this can survive a bad draw of three or more 3 cost cards in their opening hand.
Furthermore, another big part of what made Secret Paladin good was the inherent synergy the Secrets created once in play. Is there any comparable synergy with Mage Secrets? The only things that comes to mind are Counterspell + Spellbender sometimes forcing your opponents to waste two spells and Mirror Entity + Potion of Polymorph copying and removing an enemy minion as it comes into play, but now we open a whole other can of worms regarding order of play when Secrets get pulled by this card (since order of play very much matters for that interaction).
Potion of Polymorph resolves before Mirror Entity. If you play the two of them together, you and your opponent each get a sheep. Yay.
Counterspell and Mana Bind are OK together; your opponent loses the spell and you get a 0 cost copy of it.
Its either bad or just barely playable. I'm leaning more towards bad. The amount of unique secrets you have to run to get value out of this is at least 3 in my opinion. And then for every secret you draw this card is getting closer and closer to becoming useless.
Unlike Mysterious Challenger (which is being compared to this card too much) there is nothing you get out of this card besides putting secrets into play and when all of your secrets have left your deck this card will be 8 mana do nothing. I think to make this card any good you have to go all in on the secrets and minions that have secret synergy and even then I don't think that will be very good because there is a chance you draw into too many secrets and no answers or minions.
It's not a very intimidating list. You can kill three of them with a single cheap spell (if they are all present). Ice Block and Ice Barrier don't even do anything. The minion removal or theft will be annoying, but the Mage is likely to screw himself if he runs both Potion of Polymorph and Mirror Entity.
Honestly, the Paladin secrets were far more troublesome.
The good part of the paladin secrets was its being one mana with the Divine Favor you can spend your hand very quickly mage secrets are strong but not flexible enough also they trigger slow compared to paladin secrets so there is no way this card will be that good.
Leaves me cold too. Nope, no good. Unless you pull it from Primordial Glyph. Then it's a 6 Mana put 3(?) Secrets into play? Not too bad. Wouldn't play it outright mind you.
But here's the thing, either way you need to run three different secrets AND not draw them by the time you play this card in order to get value. Otherwise, it's either bad value (debatable, depending on how much you value thinning your deck, which you might as well just run Arcanologist) or a totally dead card.
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could be okay in the aggro secret mage decks to thin things out and stall late game - but I am inclined to say this is bad. Secret mage is already in big trouble if they need this card at turn 8 and beyond - and you've kinda blown a turn if you need to use 8 mana which is not what aggressive decks usually like.
I think the jury is still out on the deck thinning potential of this tho.
(Also - I do not see eater of secrets coming back for this - this is not a big enough threat)
Well the cancer part of this card is definetally glyphe imagine that you require to survive one more turn but you didn't draw one of your Ice Block or Ice Barrier from your deck so you get this and bam one more turn for you
Stand alone this card is weak. But if you play it on turn 9 after medivh it is stonger than mysterious challenger
Glacially slow. Won't see play.
Kaladin's RoS Set Review
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It's not a very intimidating list to begin with, and you'll only get five. You can kill three of them with a single cheap spell (if they are all present). Ice Block and Ice Barrier don't even do anything. The minion removal or theft will be annoying, but the Mage is likely to screw himself if he runs both Potion of Polymorph and Mirror Entity.
Honestly, the Paladin xmas tree was far more troublesome to deal with.
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My magic will tear you apart!
Still is doctor 6 with glyph
Its either bad or just barely playable. I'm leaning more towards bad. The amount of unique secrets you have to run to get value out of this is at least 3 in my opinion. And then for every secret you draw this card is getting closer and closer to becoming useless.
Unlike Mysterious Challenger (which is being compared to this card too much) there is nothing you get out of this card besides putting secrets into play and when all of your secrets have left your deck this card will be 8 mana do nothing. I think to make this card any good you have to go all in on the secrets and minions that have secret synergy and even then I don't think that will be very good because there is a chance you draw into too many secrets and no answers or minions.
Kaladin's RoS Set Review
Join me at Out of Cards!
could be okay in the aggro secret mage decks to thin things out and stall late game - but I am inclined to say this is bad. Secret mage is already in big trouble if they need this card at turn 8 and beyond - and you've kinda blown a turn if you need to use 8 mana which is not what aggressive decks usually like.
I think the jury is still out on the deck thinning potential of this tho.
(Also - I do not see eater of secrets coming back for this - this is not a big enough threat)
Baaaaaaaad.
"WHO AM I?" is back, yay
Looking at the card, and i think you have to run at least 3-4 secrets (diffrent ones) to run it.
Would be kinda sad to use 8 mana on 1-2 secrets lol.
That said, maybe ill try it out for fun... and im kinda hoping we get a new secret as well :)
Well played, or was it rng?
omg a new legendary
guyz this is glyph/pyro/cabalist nerf for arena nothing more..
We just need some more good Mage secrets (which sadly we won't get).
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
my eater of S. is hungry!
I'm a realist!
Watch, they'll release something like a 5 Mana "shuffle 3 random secrets into your deck" card next. Wouldn't surprise me.
'Urr durr needs at least 3 different secrets to worth' thats not how it works guys.