They have always been annoying but now it got to the point where they're way too potent for their cost. All Paladin secrets (especially Oh My Yogg! ) are problematic and that corrupted, discounted Ring Toss will always pull the 2 cards you exactly needed for the situation. Discover is just an added bonus on top where they'll play many more copies of these cards to put you at absolute tempo loss and at an untimely defeat.
Where are my tech options to keep these cards at bay? I wouldn't call the 3/4 secret copy guy a good tech card, it doesn't fit many decks and they'll still have their secrets in play, untouched.
The Rogue and Hunter secrets are not terribly bad to play against (for now), although there were times where Pack Tactics was very difficult to play around.
Secrets are supposed to be tricky to play around and they are supposed to scupper your move. That's their entire purpose.
We have next to no ways to interact outside of our own turn and secrets create the need for decision making.
I personally don't have an issue with paladin secrets. More often than not, I play around them and successfuly navigating them is really quite rewarding. Sure, every now and then I have no 'burner' spell to trigger OMY and I have to take a chance which then backfires or they get the nuts and snowball but that's the point of the deck. My deck also hits the nuts at times and rolls people over.
I get that they can be incredibly annoying but complaining about that seems a little bit like complaining that water is wet. They are supposed to be disruptive and so by definition, will be annoying.
Clear confirmation bias in your post regarding ring toss, as a long time and fairly heavy mage player, I can absolutely say ring toss doesn't always give you what you need. Sometimes it out right bad and I've just wasted a chunk of mana and tempo
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They have always been annoying but now it got to the point where they're way too potent for their cost. All Paladin secrets (especially Oh My Yogg! ) are problematic and that corrupted, discounted Ring Toss will always pull the 2 cards you exactly needed for the situation. Discover is just an added bonus on top where they'll play many more copies of these cards to put you at absolute tempo loss and at an untimely defeat.
Where are my tech options to keep these cards at bay? I wouldn't call the 3/4 secret copy guy a good tech card, it doesn't fit many decks and they'll still have their secrets in play, untouched.
The Rogue and Hunter secrets are not terribly bad to play against (for now), although there were times where Pack Tactics was very difficult to play around.
Secrets are supposed to be tricky to play around and they are supposed to scupper your move. That's their entire purpose.
We have next to no ways to interact outside of our own turn and secrets create the need for decision making.
I personally don't have an issue with paladin secrets. More often than not, I play around them and successfuly navigating them is really quite rewarding. Sure, every now and then I have no 'burner' spell to trigger OMY and I have to take a chance which then backfires or they get the nuts and snowball but that's the point of the deck. My deck also hits the nuts at times and rolls people over.
I get that they can be incredibly annoying but complaining about that seems a little bit like complaining that water is wet. They are supposed to be disruptive and so by definition, will be annoying.
Clear confirmation bias in your post regarding ring toss, as a long time and fairly heavy mage player, I can absolutely say ring toss doesn't always give you what you need. Sometimes it out right bad and I've just wasted a chunk of mana and tempo