I've have been away from hearthstone for several months now (I lost interest after BRM) and one trend that I can't really understand is why decks that run Mad Scientist often times only run 2 secrets in the decks, many times both are copies of the same secret. Why do so many people seem to think that this is better than running 3 secrets, 2 copies of 1 and 1 of the other. It seems to me that most of the time the cards that replace the 3rd secret aren't better than the threat that a secret poses and it increases the possibility of a mad scientist's effect not being able to proc in the case of decks that run 2 of the same secret. Is this trend a result of the chances of drawing a trap being less or is there something else I am missing?
Deck thinning? Also, making sure you know exactly what Mad Scientist is going to fetch rather than have it be something from a random assortment is nice. Plus, some Secrets are a lot better during the early game, so Mad Scientist increases your odds of getting those out earlier.
Depends on deck and strategy. For example, there are aggro decks that require to play at least one minion every turn to keep pressure. A secret is a card that is not a minion and can't affect the board at the same turn it was played so playing it directly during early stage is an unwanted move. Secrets differ from each other and good in different situations. Sometimes it's better to use only one secret to gain as much value as possible in a chosen strategy. Like many facehunters do using only fire traps.
It really depends on the deck. In tempo mage I tend to run 1 copy each of three secrets. I want value out of every Mad Scientist, but I also don't mind playing a secret from my hand. In Mechmage I only want one secret and the two copies means that in theory, one for each deathrattle. In secret Paladin I run 7 secrets 2 each of 3 different ones and one copy of another. But they cost 1 to cast from hand, and that makes them combo well with Divine Favor. Store them up in hand and then around turn 5 or 6 drop 2 or 3 and then refill with Divine Favor. It all depends on the deck type.
I've have been away from hearthstone for several months now (I lost interest after BRM) and one trend that I can't really understand is why decks that run Mad Scientist often times only run 2 secrets in the decks, many times both are copies of the same secret. Why do so many people seem to think that this is better than running 3 secrets, 2 copies of 1 and 1 of the other. It seems to me that most of the time the cards that replace the 3rd secret aren't better than the threat that a secret poses and it increases the possibility of a mad scientist's effect not being able to proc in the case of decks that run 2 of the same secret. Is this trend a result of the chances of drawing a trap being less or is there something else I am missing?
It is done so that the person will always get the secret they want.
Angry Chicken
Deck thinning? Also, making sure you know exactly what Mad Scientist is going to fetch rather than have it be something from a random assortment is nice. Plus, some Secrets are a lot better during the early game, so Mad Scientist increases your odds of getting those out earlier.
Depends on deck and strategy. For example, there are aggro decks that require to play at least one minion every turn to keep pressure. A secret is a card that is not a minion and can't affect the board at the same turn it was played so playing it directly during early stage is an unwanted move. Secrets differ from each other and good in different situations. Sometimes it's better to use only one secret to gain as much value as possible in a chosen strategy. Like many facehunters do using only fire traps.
A dedicated [tempo priest] player.
It really depends on the deck. In tempo mage I tend to run 1 copy each of three secrets. I want value out of every Mad Scientist, but I also don't mind playing a secret from my hand. In Mechmage I only want one secret and the two copies means that in theory, one for each deathrattle. In secret Paladin I run 7 secrets 2 each of 3 different ones and one copy of another. But they cost 1 to cast from hand, and that makes them combo well with Divine Favor. Store them up in hand and then around turn 5 or 6 drop 2 or 3 and then refill with Divine Favor. It all depends on the deck type.