I recommend checking out the HearthPwn Secrets Calculator! You can easily keep tabs of your opponent's secrets with the tool and you can sort the secrets by Standard and Wild formats (Standard by default) which helps cut down on clutter you'll find here.
I've updated the thread with the new card size bbcode we implemented today! Cards are now a bit smaller so you can hopefully view all the secrets for a class without scrolling!
Can anyone tell me the definition of fatal damage from ice block's description? thanks
Damage that would otherwise kill the target. So if you have 1 HP and I hit you for 2 HP, that would activate Ice Block.
Basically, if there's a mage with a Secret, do as much damage to them as you can before going to lethal (unless you know you can make favorable/life saving trades after the block has been triggered).
3) Cast smallest spell against any minion (reveals Counterspell & Spellbender with minimal loss)
4) If none of these trigger a secret, attack with all large attacks first to bring hero as near to 0 as possible before dealing the killing blow that will be countered with Ice Block
5) If you play a spell slinging deck, Ice Barrier can be played around by directing all spells (smallest first) at hero, using any minions as other minion removal
Also, from what I've just posted I gather the most effective secrets to be:
Hunter:
1) Explosive Trap (save until board is filled with spuds)
2) Snipe (inexpensive card removal that, against unskilled players, can be devastating)
3) Would not use any other secrets unless I found my above posted meta game was being followed too closely
Mage:
1) Counterspell (single copy) (potentially devastating, always prevents a board swing to some degree)
2) Ice Barrier (3 mana for 8 armor that can effect your opponent's play choices for a turn isn't a bad trade)
3) Mirror Entity (single copy)(played late game once your opponent is top decking this can essentially eliminate one of their turns; played mid-game this can scare away any big game changers from hitting the board, allowing you more time to dig into the appropriate removal)
4) Not a fan of the others as they are too easy to play around
Paladin:
1) Repentance (single copy)(late game play that ensures that you will only see an enemy that can be removed with your hero power summons)
2) Redemption (Play in tandem with game winner minions such as Tirion Fordring and Ragnaros the Firelord; refrain from summoning spuds while this is out so long as it can be done without being transparent)(Note on this card: I tried using it on my turn, basically sacrificing my Tirion Fordring thinking he would come right back to life. Not true. Secrets are only active on your opponent's turn!)
3) The other secrets are too easy to play around; I avoid them
Misdirection can be good when the spud is big enough to kill the non-spud, or when your opponent has only big minions. (Remember, most people tend not to run a mass of minions when facing a hunter because they know UtH is out there).
Freezing Trap is good anti-agro. It either buys you a turn while your opponent brings out something small, or it hits whatever threat they currently have available.
Mage:
Spellbender is also quite good at preventing board-swing, and if the card in question was a stat boost it will leave you with something beefy on the board.
Vaporize is situational. It is a good stall when you opponent has nothing but big minions - and like Snipe, it can be devastatingly effective against the ill-prepared.
Paladin:
Noble Sacrifice will frequently cause or prevent a kill. Not bad for 1 mana.
Minimal Loss is still loss - and can be the difference between clearing your enemy's board and leaving them just what they need to set of a chain reaction that wipes you out.
If you keep bringing in 1/1s to test their traps... guess what they'll be killing with their lowest attack minions.
I love Redemption with the likes of Scarlet Crusader...comes back with the Divine Shield. Early game I can board control with a single Crusader and Redemption, until a turn when I can Sunwalker or the like.
Rollback Post to RevisionRollBack
If you like Hearthstone you'll enjoy this web series!
I love Redemption with the likes of Scarlet Crusader...comes back with the Divine Shield. Early game I can board control with a single Crusader and Redemption, until a turn when I can Sunwalker or the like.
I actually didn't know that creatures would come back with their divine shield! I should give that a try.
Rollback Post to RevisionRollBack
Growing old is mandatory, but growing up is optional. c:
Paladin secrets do not seem to align with their styles well, which is a shame since both mage and hunter secrets fill gaps in their usual arsenal.
Noble Sacrifice, Redemption, and Repentance actually fit very well.
Noble Sacrifice helps keep your minions alive (much like Divine Shield). Redemption is amazing when your deck is full of minions with Divine Shield or Taunt. Repentance makes Light's Justice usable (or it would if it couldn't be discharged without effect by choosing to summon a minion with 1 health).
I recommend checking out the HearthPwn Secrets Calculator! You can easily keep tabs of your opponent's secrets with the tool and you can sort the secrets by Standard and Wild formats (Standard by default) which helps cut down on clutter you'll find here.
Hunter (Rexxar)
Mage (Jaina Proudmoore)
Paladin (Uther Lightbringer)
Rogue (Valeera Sanguinar)
Handy! Nice
Thank you
ขอบคุณครับ
Hearthstone Fan From Thailand
I've updated the thread with the new card size bbcode we implemented today! Cards are now a bit smaller so you can hopefully view all the secrets for a class without scrolling!
Handy! The smaller cards do make a difference when putting down multiple to reference.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Can anyone tell me the definition of fatal damage from ice block's description? thanks
Damage that would otherwise kill the target. So if you have 1 HP and I hit you for 2 HP, that would activate Ice Block.
Good Guy Blizzard: Makes each class's secret all the same cost so opponent can't guess.
Love the popup images of the cards =). Great update!
Basically, if there's a mage with a Secret, do as much damage to them as you can before going to lethal (unless you know you can make favorable/life saving trades after the block has been triggered).
What I'm gathering from seeing these is the ideal order of operations to discover the secrets with the least blowback is:
Hunter:
1) Make all efficient trades (reveals Snake Trap, prevents max damage from Explosive Trap)
2) Attack hero with smallest minion (triggers Freezing Trap & Misdirection with minimal loss, Explosive Trapwould deal its damage regardless)
3) Summon least expensive minion (triggers Snipe with minimal loss)
4) If you have no board presence, summon small minion and wait to attack next turn before summoning anyone additional
Mage:
1) Attack hero with smallest minion (reveals Vaporize with minimal loss as well as the Ice Barrier)
2) Summon smallest minion (reveals Mirror Entity)
3) Cast smallest spell against any minion (reveals Counterspell & Spellbender with minimal loss)
4) If none of these trigger a secret, attack with all large attacks first to bring hero as near to 0 as possible before dealing the killing blow that will be countered with Ice Block
5) If you play a spell slinging deck, Ice Barrier can be played around by directing all spells (smallest first) at hero, using any minions as other minion removal
Paladin:
1) Attack hero with smallest minion (reveals Eye for an Eye & Noble Sacrifice with minimal loss)
2) Summon smallest minion (reveals Repentance with minimal loss)
3) Kill smallest enemy minion (reveals Redemption with minimal loss)
Pour the salt, rub the salt, lick the salt.
Also, from what I've just posted I gather the most effective secrets to be:
Hunter:
1) Explosive Trap (save until board is filled with spuds)
2) Snipe (inexpensive card removal that, against unskilled players, can be devastating)
3) Would not use any other secrets unless I found my above posted meta game was being followed too closely
Mage:
1) Counterspell (single copy) (potentially devastating, always prevents a board swing to some degree)
2) Ice Barrier (3 mana for 8 armor that can effect your opponent's play choices for a turn isn't a bad trade)
3) Mirror Entity (single copy)(played late game once your opponent is top decking this can essentially eliminate one of their turns; played mid-game this can scare away any big game changers from hitting the board, allowing you more time to dig into the appropriate removal)
4) Not a fan of the others as they are too easy to play around
Paladin:
1) Repentance (single copy)(late game play that ensures that you will only see an enemy that can be removed with your hero power summons)
2) Redemption (Play in tandem with game winner minions such as Tirion Fordring and Ragnaros the Firelord; refrain from summoning spuds while this is out so long as it can be done without being transparent)(Note on this card: I tried using it on my turn, basically sacrificing my Tirion Fordring thinking he would come right back to life. Not true. Secrets are only active on your opponent's turn!)
3) The other secrets are too easy to play around; I avoid them
Pour the salt, rub the salt, lick the salt.
Hunter:
Misdirection can be good when the spud is big enough to kill the non-spud, or when your opponent has only big minions. (Remember, most people tend not to run a mass of minions when facing a hunter because they know UtH is out there).
Freezing Trap is good anti-agro. It either buys you a turn while your opponent brings out something small, or it hits whatever threat they currently have available.
Mage:
Spellbender is also quite good at preventing board-swing, and if the card in question was a stat boost it will leave you with something beefy on the board.
Ice Block is good in combination with game enders like Pyroblast or Rag - or with an Ethereal Arcanist.
Vaporize is situational. It is a good stall when you opponent has nothing but big minions - and like Snipe, it can be devastatingly effective against the ill-prepared.
Paladin:
Noble Sacrifice will frequently cause or prevent a kill. Not bad for 1 mana.
Also, I can't think why anyone would want to have a bevvy of 1 mana spells around (Questing Adventurer, Secretkeeper, Gadgetzan Auctioneer).
Remember:
Minimal Loss is still loss - and can be the difference between clearing your enemy's board and leaving them just what they need to set of a chain reaction that wipes you out.
If you keep bringing in 1/1s to test their traps... guess what they'll be killing with their lowest attack minions.
If it weren't this way it would sort of defeat the point of being a "secret", don't you think?
Physika #1165
You and me both. Anytime I fight a Paladin and see a secret drop I can usually be found googling "HearthPwn Secrets Reference".
I love Redemption with the likes of Scarlet Crusader...comes back with the Divine Shield. Early game I can board control with a single Crusader and Redemption, until a turn when I can Sunwalker or the like.
If you like Hearthstone you'll enjoy this web series!
I actually didn't know that creatures would come back with their divine shield! I should give that a try.
Growing old is mandatory, but growing up is optional. c:
Skype: Bonnevuepixy
Paladin secrets do not seem to align with their styles well, which is a shame since both mage and hunter secrets fill gaps in their usual arsenal.
Noble Sacrifice, Redemption, and Repentance actually fit very well.
Noble Sacrifice helps keep your minions alive (much like Divine Shield). Redemption is amazing when your deck is full of minions with Divine Shield or Taunt. Repentance makes Light's Justice usable (or it would if it couldn't be discharged without effect by choosing to summon a minion with 1 health).
Added Duplicate since its out now. Better late than never.