in Wild, this is good. I think it's bad for Standard. Triggering sub par secrets twice doesn't make this a good card. This reminds me of the Hunter minion that made secrets free to play.
If you draw it, you get a crazy amount of tempo. The problem is you needed alot of secrets in order to pull that off more easily. Also, Hunter doesnt have real card draw, so if the secrets didnt get you there, you were in top deck mode by turn 5.
This card is worse because you only get 1 copy, so less likely to draw it. Your opponent can actually get you to fatigue faster if you play Hidden Wisdom. Or make you burn cards if you aren't careful. Or they can simply kill it with a 2 mana or 3 mana spell. Or trade with a 2 drop.
And some of the secrets dont do anything if they trigger twice.
I mean, we dont currently have consistent ways to cheat secrets into play in Standard, which means if you play the secret the turn before, how are you going to prevent the opponent from triggering them making this minion pointless? By not playing any minions on the board?
Maybe if there is more support, I bump this up to playable for me. This is a legendary I don't want to open at all.
Responses in this thread confuse me - Secret Paladin is already a viable archetype, It's Tier 1 with the third most powerful deck on Vicious Syndicate's latest report. This card is bonkers good.
Responses in this thread confuse me - Secret Paladin is already a viable archetype, It's Tier 1 with the third most powerful deck on Vicious Syndicate's latest report. This card is bonkers good.
True except that a lot of the cards that make it Tier 1 are rotating out.
Responses in this thread confuse me - Secret Paladin is already a viable archetype, It's Tier 1 with the third most powerful deck on Vicious Syndicate's latest report. This card is bonkers good.
Question is will it survive losing Divine Favor and Hydrologist? Maybe a deck with Subject 9 could emerge but this is a deck that runs out of value quick.
Maybe they'll do something with Autodefense Matrix, so the minion attacks the bubble and then second bubble appears on the minion after he attacked it.
It was hard carried by Divine Favor and Call to Arms, which it won't have next rotation.
My thoughts exactly. If you empty your hand and have no way to refill, then this card is junk. And so is secret paladin in Standard. Unless there is more support. I don't think this and 1 more secret counts, especially losing the most broken card that drew cards in the game to Wild.
Damn, this legendary is one, I really want to try. I don't remember ever wanting to try a specific legendary from a new expansion (maybe Lady in White, but I am not sure).
I am playing with secret pala the last week or so and it feels so smooth and mostly unstoppable (because thanks to your secrets, if you manage to stick a minion on the board and buff it just a little bit, it can win you the game - I have beaten a odd warrior with a brave Righteous protector buffed with a Blessing of kings (the women managed to connect to face at least 5-6 times, it was epic)).
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Just imagine playing against a Mage. Paladin builds it's board by playing Commander Rhyssa and Never Surrender, now having a full board. Mage plays Flamestrike. Literally Rhyssa and that secret together make that Mage's turn 7 mana do nothing for yourself, give opponents board 4 more max health. Follow that up with Darkscale Healer, hmmmmm.....
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-It's better to have something you don't need, than to need something you don't have
It was hard carried by Divine Favor and Call to Arms, which it won't have next rotation.
My thoughts exactly. If you empty your hand and have no way to refill, then this card is junk. And so is secret paladin in Standard. Unless there is more support. I don't think this and 1 more secret counts, especially losing the most broken card that drew cards in the game to Wild.
Secret Paladin can be built in a midrange variant, I playtested couple of such variants before. You just make the deck more heavy oriented and stick Countess Ashmore for refill. It will land you Tirion Fordring in a lot of times and you can keep on the pressure, then you can add Zilliax and maybe some rush minions for consistency, getting 2 minions from Ashmore is good enough.
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How does it work with Redemption, will it really summon 2 if this gets killed.
Well, handbuff isn't really a thing on its own -- you will see dragon and mech varieties of it.
Similarly, heal needs a win condition, so it will be paired with wrath, the combo option.
Secrets is just a variant of plain ol' midrange, which has been around forever with varying degrees of success.
"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
in Wild, this is good. I think it's bad for Standard. Triggering sub par secrets twice doesn't make this a good card. This reminds me of the Hunter minion that made secrets free to play.
If you draw it, you get a crazy amount of tempo. The problem is you needed alot of secrets in order to pull that off more easily. Also, Hunter doesnt have real card draw, so if the secrets didnt get you there, you were in top deck mode by turn 5.
This card is worse because you only get 1 copy, so less likely to draw it. Your opponent can actually get you to fatigue faster if you play Hidden Wisdom. Or make you burn cards if you aren't careful. Or they can simply kill it with a 2 mana or 3 mana spell. Or trade with a 2 drop.
And some of the secrets dont do anything if they trigger twice.
I mean, we dont currently have consistent ways to cheat secrets into play in Standard, which means if you play the secret the turn before, how are you going to prevent the opponent from triggering them making this minion pointless? By not playing any minions on the board?
Maybe if there is more support, I bump this up to playable for me. This is a legendary I don't want to open at all.
Great card and good baseline stats for an aggro deck!
Responses in this thread confuse me - Secret Paladin is already a viable archetype, It's Tier 1 with the third most powerful deck on Vicious Syndicate's latest report. This card is bonkers good.
True except that a lot of the cards that make it Tier 1 are rotating out.
Question is will it survive losing Divine Favor and Hydrologist? Maybe a deck with Subject 9 could emerge but this is a deck that runs out of value quick.
This with Redemption and Avenge alone is insane. May make Mysterious Challenger decks see a comeback
Decent aggressive statline, so that's already good, playing a simple 4/3 won't feel that bad.
It forces your opponent to trigger your secrets, if not this might lead to big trouble.
Redemption protects the minion, that might lead to 2x Commander Rhyssa on board. How the secrets trigger when 2x Rhyssas are on board?
Bellringer Sentry follow up creates chaos and a huge tempo swing if Commander Rhyssa is unanswered.
Also Knife Juggler will juggle twice as much on Noble Sacrifice and Redemption.
I can see secret paladin working out after Divine Favor hall of fame. Probably stick 2x Redemption, 2x Noble Sacrifice 1x Never Surrender and maybe 1x Autodefense Matrix for variety and make the curve more midrangy and late oriented, so there won't be much need for card draw.
very very bad u destroy him and NOTHING! (because the secrets are activated in the opponent's turn)
Maybe they'll do something with Autodefense Matrix, so the minion attacks the bubble and then second bubble appears on the minion after he attacked it.
It was hard carried by Divine Favor and Call to Arms, which it won't have next rotation.
My thoughts exactly. If you empty your hand and have no way to refill, then this card is junk. And so is secret paladin in Standard. Unless there is more support. I don't think this and 1 more secret counts, especially losing the most broken card that drew cards in the game to Wild.
3 mana - wandering monster can summon this
and i hope mage will not get this card
should have been epic
The problem with this card is that it has to survive. Everyone thinks this is going to be amazing but I think it will be a let down.
I actually think a "secret" spell of all your secrets trigger twice until your next turn would be way better.
Damn, this legendary is one, I really want to try. I don't remember ever wanting to try a specific legendary from a new expansion (maybe Lady in White, but I am not sure).
I am playing with secret pala the last week or so and it feels so smooth and mostly unstoppable (because thanks to your secrets, if you manage to stick a minion on the board and buff it just a little bit, it can win you the game - I have beaten a odd warrior with a brave Righteous protector buffed with a Blessing of kings (the women managed to connect to face at least 5-6 times, it was epic)).
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Just imagine playing against a Mage. Paladin builds it's board by playing Commander Rhyssa and Never Surrender, now having a full board. Mage plays Flamestrike. Literally Rhyssa and that secret together make that Mage's turn 7 mana do nothing for yourself, give opponents board 4 more max health. Follow that up with Darkscale Healer, hmmmmm.....
-It's better to have something you don't need, than to need something you don't have
This plus Redemption = ? If this dies, its text should not trigger so you should only get one copy with 1 health.
Looks good, I like secrets. Maybe time to start a pala now! 😎👍🌟
Secret Paladin can be built in a midrange variant, I playtested couple of such variants before. You just make the deck more heavy oriented and stick Countess Ashmore for refill. It will land you Tirion Fordring in a lot of times and you can keep on the pressure, then you can add Zilliax and maybe some rush minions for consistency, getting 2 minions from Ashmore is good enough.