Knowing a Hunter could have this, even aggro will be cautious about barfing out 3 minions at once... and mages could be careful about using too many spells in one turn, etc.
Would it work vs. Call to arms? Edit: I assume not, given it says "play 3 cards in a turn"
Well here is the thing, if aggro decks are being cautious and playing very few cards, that aggro deck just lost the game because it became to slow. I think this card is just a good anti-aggro card. Aggro decks are still going to have to push through it knowing they can't slow down. The strength of the card depends on the impact of the 6/6.
I don't even know that this is all that incredible since it will be so easy to play around by simply playing on-curve minions in a lot of decks but it sure is incredibly cool. This is the type of card that I love to see.
Too hard to activate to see widespread use. But if there is a new card that needs an active secret to activate its effect, this may be used in a fashion similar to Ice Block in Mage.
Every single time there's a new, powerful seeming card, the first page is half "Fake?" comments. I have literally never seen a fake card here on Hearthpwn, what on earth do you think admins/mods are doing?
Alas.
Anyway, I really like it. I don't think 3 cards in a turn is as rare as people are making it out to be, and I think this has a very good chance of being activated (though it's of course a lategame secret not so much an early game one). I also don't see how it's "easy to play around" as people have suggested. What are you going to do, gimp your turns every single time because of the potential of this card? If you're a deck that likes playing multiple cards a turn, you're not playing around this, so it guarantees value for the Hunter.
This is a great secret for hunter. Whether the opponent can play around it or not, it's a threat that forces them to either wait on 3+ card plays or spend removal on a 2-cost 6/6. Go ahead and Sap it, it only costs 6 to play again and remains a vanilla big body threat. Hard removal? Sure, because you spent something from your deck on a minion generated from a secret.
By no means the savior card for hunter, but this is a fantastic addition.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I don't even know that this is all that incredible since it will be so easy to play around by simply playing on-curve minions in a lot of decks but it sure is incredibly cool. This is the type of card that I love to see.
Why would anyone play around it?
As Aggro: you can't afford to not play your hand.
As Midrange: You never play 3 cards in a turn
As Combo: You played 3+ cards. Dey ded.
As Control: You play 3 cards. They have a 6/6 beast. You have 4 Voidlords
I don't even know that this is all that incredible since it will be so easy to play around by simply playing on-curve minions in a lot of decks but it sure is incredibly cool. This is the type of card that I love to see.
Why would anyone play around it?
As Aggro: you can't afford to not play your hand.
As Midrange: You never play 3 cards in a turn
As Combo: You played 3+ cards. Dey ded.
As Control: You play 3 cards. They have a 6/6 beast. You have 4 Voidlords
You must play a lot of curvestone. You certainly haven't made an exhaustive list of hearthstone archetypes.
Rogue doesn't behave like anything you mentioned and may want to play around it until they have an answer.
Lots of Mage decks play 3 cards in a turn and don't want to see a 6/6 pop out when they are out of mana.
Same with spell-heavy Priest builds.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
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)
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Anger is the punishment we give ourselves for someone else's mistake.
I think this is actually the best value minion-summoning card in the game.
Providing your opponent triggers it.
But stunning your opponent down to 2 cards per turn until they can deal with it is huge value in of itself.
A card you run when people stop playing around it and a card you don't run when people begin playing around it.
God with this I would wish for reprint of Illuminator.
I don't even know that this is all that incredible since it will be so easy to play around by simply playing on-curve minions in a lot of decks but it sure is incredibly cool. This is the type of card that I love to see.
Too hard to activate to see widespread use. But if there is a new card that needs an active secret to activate its effect, this may be used in a fashion similar to Ice Block in Mage.
Every single time there's a new, powerful seeming card, the first page is half "Fake?" comments. I have literally never seen a fake card here on Hearthpwn, what on earth do you think admins/mods are doing?
Alas.
Anyway, I really like it. I don't think 3 cards in a turn is as rare as people are making it out to be, and I think this has a very good chance of being activated (though it's of course a lategame secret not so much an early game one). I also don't see how it's "easy to play around" as people have suggested. What are you going to do, gimp your turns every single time because of the potential of this card? If you're a deck that likes playing multiple cards a turn, you're not playing around this, so it guarantees value for the Hunter.
I think it is a good card to put a single copy in your deck.
6/6 is strong, rogue will be annoyed. And many decks want to play 3 card per turn on swing turns.
The car cannot be used in agro deck though.
This is a great secret for hunter. Whether the opponent can play around it or not, it's a threat that forces them to either wait on 3+ card plays or spend removal on a 2-cost 6/6. Go ahead and Sap it, it only costs 6 to play again and remains a vanilla big body threat. Hard removal? Sure, because you spent something from your deck on a minion generated from a secret.
By no means the savior card for hunter, but this is a fantastic addition.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
looks decent
pretty good card, 2 mana for a 6/6 rat and your opponent has to play around it which is a handicap in itself.
Rumors are carried by haters, spread by fools, and accepted by idiots.
Now I miss Coldlight Oracle even more...
Tech vs echo, but unless a Tier 1 deck uses echo a lot don't will see any play.
Looks like people are gonna cheese out a lot of wins with this card.
Pretty good In aggro, but against control its pretty slow.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
What!? Is!? This!? Love it.
I think this card is very overrated.
Cat Trick/(Hidden Cache) is rotating out, and then u just look at the pool of secrets: Explosive Trap, Freezing Trap, Snipe, Misdirection, Venomstrike Trap, Wandering Monster and Snake Trap.
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)