Currently, the deck is harder to play against than it is to pilot. Would replacing the battlecry keyword with deathrattle be a good adjustment? Or would it completely destroy MC's viability?
I personally think that would nerf MC a bit to much. Maybe, Idk.
I think MC shouldn't have so many secrets played, 6 secrets suddenly appearing out of nowhere is kinda painful. Maybe only a max of 3 secrets played would be kewl.
Idk tho, never actually played against a secret pally so yeah.
Put the secrets into your hand instead of directly into play. The benefit is still substantial--thinning your deck and providing card advantage. But the tempo penalty of actually having to play the secrets remains, and potentially this would require a bit of planning rather than MC just being a 6-mana auto-drop. It would also be a natural counterbalance to Divine Favor.
why does the solution have to be changing MC at all? i don't think MC needs to be nerfed. but, rather the game itself needs more additional cards like humans need oxygen. give the meta something more to do rather than "these 5 decks will win hearthstone given enough time investment" in every single meta...it's boring.
why not add dispel style cards to the game? make it easier to clear secrets from your opponent. like the LoE's new "discover" concept but, instead make it a choice between dispelling opponent secrets and something else(so that the card isn't just a tech card against a certain effect). this would force more strategic card choices in building out decks. rather than just destroying an entire deck and class a la warsong commander.
example might be a spell that is low cost...maybe 4 or 5 mana...choose between dispelling(or reshuffle into opponents deck) 2-3 random secrets from your opponent or silence 2 minions. maybe another example would be a better version of the secret stealing minion..."steal 2 opponent secrets as your own or silence an enemy minion" sort of a thing.
It's a 6/6 silenced still. So they wasted a silence to get one less health than the ultimate stat line for a 6 drop, 6/7. Yeah it would still be viable, you can't leave a 6/6 on the board so if you don't have silence you would have to kill it.
As it stands though with that insane statline+insane effect, it is the highest value creature in the game by a mile.
Cards should not be nerfed/designed based on the fact others exsist : BGH.
i agree with that statement. (assuming you were replying to my post) that is why i suggested having the cards have a certain mechanic to it and not entirely neuter something like MC. it would also impact other classes...hunter and mage for instance. not unusual for those classes to have multiple secrets up...so i suppose it might stand to reason it could destroy their secret capabilities.
i don't think MC is going to be "nerfed" with attack or health changes. most of the time you're not playing MC for the 6/6...you want the secrets to dump out and drop buffs, dampen enemy attack, etc. it could be a 1/1 and it wouldn't matter...secret paladin would still be what it is today...with some probable changes in composition with minions to make up for the loss of the 2x 6/6's.
if you change the number of secrets it drops out you just make the 2nd challenger(there always is two) actually matter...so...instead of secret paladin's power being a burst on turn 5 or 6...you give the deck more longevity overall in a match...AND you play the full spread of secrets at that point as well to ensure you get a bunch of secrets played...it would only serve to mutate the current deck and not "nerf" it.
if you change to a deathrattle...you wreck the card entirely and it fades into the past along with the deck. it might work if you reduced the overall health...maybe it's a 4/2 instead so it has a much higher chance to die. then again there is still the ability to silence the effect and still wrecks the deck/card.
if you change it to not bring the secrets directly into play you completely ruin the entire idea. the worst thing to happen to a secret paladin is to hold ANY of the secrets in hand prior to dropping MC...with maybe an exception made for noble sacrifice as a means of defense. other than that...forcing the paladin to play the secrets after the drop would make it entirely pointless.
if you limit the total number it pulls...you again are wrecking the card/deck. if you do 3 for instance...you still get a decent number but, the mixture can be off balanced in terms of synergy. so much of the christmas tree plays on each other most of the power there is not just from getting 5 but it's what the secrets do and how they're triggered by one another. if a hunter, for example, were to get 5 secrets up from that class...they wouldn't trigger the same way or play off each other very much(if at all). same to be said of the mage class...those secrets trigger on very different events and not much interplay between the secrets as well.
Currently, the deck is harder to play against than it is to pilot. Would replacing the battlecry keyword with deathrattle be a good adjustment? Or would it completely destroy MC's viability?
Who am I? None of your balance.
I know the first three numbers.
I'd say that MC would lose most of it's viability. As an opponent you gain more time and the possibilty of silencing the effect altogether.
Off topic: OP did you take my herbs??
It needs a drop to like 3/3 or grab less secrets.
I personally think that would nerf MC a bit to much. Maybe, Idk.
I think MC shouldn't have so many secrets played, 6 secrets suddenly appearing out of nowhere is kinda painful. Maybe only a max of 3 secrets played would be kewl.
Idk tho, never actually played against a secret pally so yeah.
What about a 6/3?
I know the first three numbers.
What about making it so that at the end of each turn he plays one secret from your deck.
I know the first three numbers.
Judging by past nerfs, if it rises to the point where action is required, it will be nerfed to oblivion, doomed to keep Tinkmaster Overspark, Warsong Commander and Nat Pagle company.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I think a nice nerf would be play 1 of each secret in your deck, destroy the remaining secrets in your deck
@tomerw94 Not really a nerf since drawing a secret after T5 is a tempo loss. Actually that would be a huge buff.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Put the secrets into your hand instead of directly into play. The benefit is still substantial--thinning your deck and providing card advantage. But the tempo penalty of actually having to play the secrets remains, and potentially this would require a bit of planning rather than MC just being a 6-mana auto-drop. It would also be a natural counterbalance to Divine Favor.
why does the solution have to be changing MC at all? i don't think MC needs to be nerfed. but, rather the game itself needs more additional cards like humans need oxygen. give the meta something more to do rather than "these 5 decks will win hearthstone given enough time investment" in every single meta...it's boring.
why not add dispel style cards to the game? make it easier to clear secrets from your opponent. like the LoE's new "discover" concept but, instead make it a choice between dispelling opponent secrets and something else(so that the card isn't just a tech card against a certain effect). this would force more strategic card choices in building out decks. rather than just destroying an entire deck and class a la warsong commander.
example might be a spell that is low cost...maybe 4 or 5 mana...choose between dispelling(or reshuffle into opponents deck) 2-3 random secrets from your opponent or silence 2 minions. maybe another example would be a better version of the secret stealing minion..."steal 2 opponent secrets as your own or silence an enemy minion" sort of a thing.
If it ever gets nerfed it would probably get nerfed to death.
Blizzard would probably change the text to: ''Battlecry: For each secret you have in your deck, gain 1 attack. ''
Making it a 6/4 woulld make much more sense
.
It's a 6/6 silenced still. So they wasted a silence to get one less health than the ultimate stat line for a 6 drop, 6/7. Yeah it would still be viable, you can't leave a 6/6 on the board so if you don't have silence you would have to kill it.
As it stands though with that insane statline+insane effect, it is the highest value creature in the game by a mile.
I agree lowering it's health would be the best solution.
6/4 seems about right... yes.
I would even understand 6/3.
Lowering it's attack would be fine too. Cards should not be nerfed/designed based on the fact others exsist : BGH.
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Argent Watchman Argent Squire Frost Giant
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(assuming you were replying to my post)
that is why i suggested having the cards have a certain mechanic to it and not entirely neuter something like MC. it would also impact other classes...hunter and mage for instance. not unusual for those classes to have multiple secrets up...so i suppose it might stand to reason it could destroy their secret capabilities.
There's already a thread discussion potential MC nerfs. Locked.
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/58912-mysterious-challenger-is-op-nerf