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).
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.
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).
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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).
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.
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).