1: 6 of these secrets triggers by attacking face/a minion, so you test one of these first. 2: The only secret that doesn't get triggered by attacking is Snipe, which means you could trigger it by playing 1 card.
By only doing 2 things you can already figure out which secret is left because there is NO other secret that could be triggered. If Cat Trick stays in standard, then Rat Trap would be playable because of the amount of cards you need to play to find out which secret it is. But since you can only do 2 things to figure out which secret it is, your opponent can just play around this and never play 3 cards in a row.
The only thing that could make this a good card is if we get a meta where you need to play a lot of cards to win the game, but since Cubelock and Aggresive Pallies can play 1 card to dominate/clear the board (Call to Arms and Defile) this card might end up being as worse as Sacred Trial (a pally secret that could be played around easily)
You might figure it out easily however its incredible difficult to get a beneficial value trade vs. the 6/6. For example with cattrick you cut coin consecrate and stuff to kill the cat via aoe gaining value. With this you have to play 3 cards in advance to draw it into aoe which is incredible difficult.
That said this card gets better if there is a card like Illuminator or Ethereal Arcanist that generates value over time maybe forcing a secret pop.
Dust. It may seem good in the first week or two because people will forget to play around it but once the meta settle this will be revealed as the true piece of crap that it is.
as good as this might be, playing 3 cards in 1 turn is really rare even for aggro until super late, and by that point you have either won or lost the game
1: 6 of these secrets triggers by attacking face/a minion, so you test one of these first. 2: The only secret that doesn't get triggered by attacking is Snipe, which means you could trigger it by playing 1 card.
By only doing 2 things you can already figure out which secret is left because there is NO other secret that could be triggered. If Cat Trick stays in standard, then Rat Trap would be playable because of the amount of cards you need to play to find out which secret it is. But since you can only do 2 things to figure out which secret it is, your opponent can just play around this and never play 3 cards in a row.
The only thing that could make this a good card is if we get a meta where you need to play a lot of cards to win the game, but since Cubelock and Aggresive Pallies can play 1 card to dominate/clear the board (Call to Arms and Defile) this card might end up being as worse as Sacred Trial (a pally secret that could be played around easily)
You might figure it out easily however its incredible difficult to get a beneficial value trade vs. the 6/6. For example with cattrick you cut coin consecrate and stuff to kill the cat via aoe gaining value. With this you have to play 3 cards in advance to draw it into aoe which is incredible difficult.
That said this card gets better if there is a card like Illuminator or Ethereal Arcanist that generates value over time maybe forcing a secret pop.
The trick is to never trigger it. I mean, outside of a few decks, which deck plays like 3 cards in one turn anyway?
Tempo Mage? Plays for the face so will ignore the 6/6 anyway (and will be dead after Expansion proabably)
Combo Priest? Probably dead but if not, giving you a 6/6 while he slams your face with an 24/24 isn't gonna help you.
1: 6 of these secrets triggers by attacking face/a minion, so you test one of these first. 2: The only secret that doesn't get triggered by attacking is Snipe, which means you could trigger it by playing 1 card.
By only doing 2 things you can already figure out which secret is left because there is NO other secret that could be triggered. If Cat Trick stays in standard, then Rat Trap would be playable because of the amount of cards you need to play to find out which secret it is. But since you can only do 2 things to figure out which secret it is, your opponent can just play around this and never play 3 cards in a row.
The only thing that could make this a good card is if we get a meta where you need to play a lot of cards to win the game, but since Cubelock and Aggresive Pallies can play 1 card to dominate/clear the board (Call to Arms and Defile) this card might end up being as worse as Sacred Trial (a pally secret that could be played around easily)
You might figure it out easily however its incredible difficult to get a beneficial value trade vs. the 6/6. For example with cattrick you cut coin consecrate and stuff to kill the cat via aoe gaining value. With this you have to play 3 cards in advance to draw it into aoe which is incredible difficult.
That said this card gets better if there is a card like Illuminator or Ethereal Arcanist that generates value over time maybe forcing a secret pop.
The trick is to never trigger it. I mean, outside of a few decks, which deck plays like 3 cards in one turn anyway?
Tempo Mage? Plays for the face so will ignore the 6/6 anyway (and will be dead after Expansion proabably)
Combo Priest? Probably dead but if not, giving you a 6/6 while he slams your face with an 24/24 isn't gonna help you.
Miracle Rogue? Not even played atm.
Drygulch Jailor can activate it alone, so dude paladin/Murloc paladin will pretty often play 3 cards a turn. but thats realy not the goal of this card. IMO this is a synergie activator like icelock, you dont neccessary want this to go off you want to get value out of it with cards like Medivs Avllet or Illuminator.
Atm there are no such cards but i reconn we will see one, maybe this set or in the next 5 to come this card has a lot of time left to prove that it can be good.
Can't believe some people are saying "who plays 3 cards a turn? LULs".
Really? Are you seriously saying aggro doesn't play 3 minions before turn 5? What game have you guys been playing? Aggro has been weak for the first time ever and people already forgot how it plays. Time to bring back aggro and teach you all a lesson!
Control does't play 3 cards a turn? Yeah, not for the first few turns. But it does later on. And you don't need to go super fast vs. control. The secret can just stick around and you play your game. You gradually pile the pressure and force the opponent to do something about it. They will eventually play more then two cards. And when the secret pops, in Standard, there is NO AoE that kills this immediately. The only two that can kill it using AoE are Warlock and Warrior, and they will do it the next turn. Mage can AoE it with luck, again, next turn. And the AoE kills their board too. GG WP. Priest can scream, again, next turn.
This card is only weak against midrange. And that's fine.
Cards are not supposed to dominate all playstyles. That nonsense card design is what has caused HS meta to degenerate into having one Hypermeta deck and then Tier 1 decks. This Hypermeta deck trend started from MSoG must end.
Excellent card. Its mere existence will slow down the enemy decks (because you don't want to trigger it in early game). Then, triggering it by mistake is a disaster, because you have no mana left to deal with it.
I think this is quite good. If you play midrange hunter you play many beast as a threat an force your opponent to play 3 card to trigger this (big beast with deathrattle like Savannah Highmane is rather hard to deal with only with 2 cards). If they are afraid to trigger it, you just play more beast and go face.
This is the most unusual trigger for a Secret I have seen since Sacred Trial. It is doubtful whether or not this card will work at all, which is doubtless why it is so powerful: a reward to offset the risk.
The situational yet powerful nature of this card screams "tech card," and its usefulness will likely depend on the metagame.
What this card does is make opponents think twice before playing that 3rd spell in a turn. A 6/6 is no joke so if you can't get the trap to trigger beforehand, you must be weary. Good card for hunter.
On the other hand, Rogue might have trouble with this card. Except they sap this minion, then you are screwed (because a 6 mana 6/6 will stick in your hand)
Still: against aggro this might be quite useful, especially when your opponent has the coin. But let's say you play against aggro-paladin: you have a 1/1 Divine Shield with Taunt on board, you really don't care about the 6/6 at all.
I was thinking about this exact card when i first saw the Rat Trap. It will almost surely nullify the drawback of Hoarding Dragon. Midrange Dragon Hunter incoming? (including ofc. Nightmare Amalgam :)
Seems too easy to play around. OTK decks don't give a dam about a 6/6. Aggro decks sometimes want to play 3 cards but they can probably play 2 a turn and be fine. Keep in mind you lose a card and 2 mana tempo when you play this, it's not free.
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Dust. It may seem good in the first week or two because people will forget to play around it but once the meta settle this will be revealed as the true piece of crap that it is.
Eco perfect counter.
as good as this might be, playing 3 cards in 1 turn is really rare even for aggro until super late, and by that point you have either won or lost the game
Combo Priest? Probably dead but if not, giving you a 6/6 while he slams your face with an 24/24 isn't gonna help you.
Miracle Rogue? Not even played atm.
"easy to play around it"
That's true of all secrets. The problem is when a secret Hunter or Mage has 3-4 secrets out at once. You can't play around everything.
not likely worth the slot unless every deck is running echo cards. decent card to pull randomly.
Can't believe some people are saying "who plays 3 cards a turn? LULs".
Really? Are you seriously saying aggro doesn't play 3 minions before turn 5? What game have you guys been playing? Aggro has been weak for the first time ever and people already forgot how it plays. Time to bring back aggro and teach you all a lesson!
Control does't play 3 cards a turn? Yeah, not for the first few turns. But it does later on. And you don't need to go super fast vs. control. The secret can just stick around and you play your game. You gradually pile the pressure and force the opponent to do something about it. They will eventually play more then two cards. And when the secret pops, in Standard, there is NO AoE that kills this immediately. The only two that can kill it using AoE are Warlock and Warrior, and they will do it the next turn. Mage can AoE it with luck, again, next turn. And the AoE kills their board too. GG WP. Priest can scream, again, next turn.
This card is only weak against midrange. And that's fine.
Cards are not supposed to dominate all playstyles. That nonsense card design is what has caused HS meta to degenerate into having one Hypermeta deck and then Tier 1 decks. This Hypermeta deck trend started from MSoG must end.
Excellent card. Its mere existence will slow down the enemy decks (because you don't want to trigger it in early game). Then, triggering it by mistake is a disaster, because you have no mana left to deal with it.
I think this is quite good. If you play midrange hunter you play many beast as a threat an force your opponent to play 3 card to trigger this (big beast with deathrattle like Savannah Highmane is rather hard to deal with only with 2 cards). If they are afraid to trigger it, you just play more beast and go face.
This is the most unusual trigger for a Secret I have seen since Sacred Trial. It is doubtful whether or not this card will work at all, which is doubtless why it is so powerful: a reward to offset the risk.
The situational yet powerful nature of this card screams "tech card," and its usefulness will likely depend on the metagame.
6-6 for 2 is no joke. Best Huntard Secret since Freeze Trap ?
Crippling opponent's gameplan is already doing god's work. First glance voted "playable", but on second thought switched to actually "very good".
muy buena loco!!
What this card does is make opponents think twice before playing that 3rd spell in a turn. A 6/6 is no joke so if you can't get the trap to trigger beforehand, you must be weary. Good card for hunter.
Mmm
Wild: How many times i play 3 cards in a turn as a Big Priest...
Maybe at turn 8-10, with 2 Resurrect Ragnaros the Firelord and Eternal Servitude another one.
Yes, here helps the 6/6 a lot.
On the other hand, Rogue might have trouble with this card. Except they sap this minion, then you are screwed (because a 6 mana 6/6 will stick in your hand)
Still: against aggro this might be quite useful, especially when your opponent has the coin. But let's say you play against aggro-paladin: you have a 1/1 Divine Shield with Taunt on board, you really don't care about the 6/6 at all.
I was thinking about this exact card when i first saw the Rat Trap. It will almost surely nullify the drawback of Hoarding Dragon. Midrange Dragon Hunter incoming? (including ofc. Nightmare Amalgam :)
Seems too easy to play around. OTK decks don't give a dam about a 6/6. Aggro decks sometimes want to play 3 cards but they can probably play 2 a turn and be fine. Keep in mind you lose a card and 2 mana tempo when you play this, it's not free.
Carpe Diem - Seize the day