I think there needs to be a neutral card with effect like when an enemy secret is revealed this minion get +1/+1. If it had decent enough body and acceptable mana cost it would be a strong counter for most secret decks. No other way to counter secret other than running Hunter with flare or using Kezan mystic..
imagine it when you play against secret paladi. After dr.6 was dropped you could potentially buff that minion for +5/5.
also since blizz loves the RNG so much maybe a card which switches player secrets to another random ones. Could be very good or very bad.
Just my humble opinion, Antonidas is my next craft :)
Tirion fordring is a late game threat. You just play it. It works both defensively and offensively. Less consideration is required for it to work.
Antonidas is a combo piece. You need other cards to work with. And most of the cases, it is a win condition more than a threat. With no combo, it is just a 7 mana 5/7. It can even be said it is minimum 8 or 9 mana (de-facto) as you need to play it with other cards.
Craft it and see :) It usually does not live another turn.
Hmm. Midrange hunter can just burst the opponent before mage can utilize antonidas in my opinion. But that's another topic obviously :)
I'm by the way apalled by this discussion. Of course paladin cards are fair. They have their own good and bad sides. Only divine favor and Mysterious challenger might need a re-work. Class itself is quite fine. Aldor peacekeeper, minibot, muster are all strong class cards. Every class needs something like those. Challenger? Now that's just pushing it too far. Remove challenger and Paladin will go back to being the hipster class it once was.
Paladin is built to be the proactive class designwise. They also lack direct removal and burst. So they require cards like minibot and muster. They need strong minions to take the initiative for board control. They can't really remove stuff with a darkbomb.
The problem occurs when they get too much early game. Then they become the alpha aggro class. Secrets actually are built this way. On their own, they suck because their effect does not justify the card cost. Now they are perfect because of challenger. Challenger both makes paladin early game and mid-late game superb. A single card in a deck yes! Divine favor also complements this dump your hand as fast as possible style too. But I think the biggest problem is, this playstyle does not require considerations at all. Play your stuff and let enemy deal with it. Turn 6, Turn 7, Turn 8 plays are game ending plays. It all comes if you draw them or not. No need to consider anything, just play your stuff.