extremely strong card I would say its better than Duskbreaker It cost Half, is better stated (comparing to mana cost -> -2mana -1hp) and cast small Flamestrike without damaging your board.
you either force enemy to trigger secret (witch usually puts then in awkward spot) or face punish with 2 mana aoe (up to 14 dmg with 7 enemy minions).
This card will be nutts vs token druid, murloc shaman, zoo lock etc.
I would say it is worse than Duskbreaker, it is not cheaper if you want aoe you must actually pay 5 mana ( 3 mana for secret), on top of that secrets are pretty suboptimal in standard, Yeah it is good card but stronger than Duskbreaker i dont think so....
I am not sure people are reading the card correctly. If you play this minion on turn 2, with the hopes of playing a Secret on turn 3 to do 2 damage to the opponents board is highly unlikely. Even so, if I play a 3 health minion, then this does very little other than force a trade on my end. You cannot hope that this lives after playing it unprotected on turn 2.
This is a turn 5 play (or turn 4 with a coin) at best, which is a fine card, but playable, not game breaking. If you get multiples of this minion and multiple secrets you are talking about alot of damage to the opponents board. But then this is a turn 7 or 10 play. I think I would rather play Flamestrike on 7 instead of investing 2 or 3 cards for a similar effect.
This is NOT a battlecry, so its better and worse in the same breath. This is a passive/triggered ability and is better the more times you can trigger it. But this DOES NOT trigger when a secret gets put into play via 'cheating' methods like Mad Scientist and such, much like Secret Keeper, you need to play a Secret from your hand.
This is good, but game breaking. This is great against aggro, but does very little against big minions or control decks.
This is a situational card that most classes can deal with on turn 2.
Let's say you play this on turn 2. Your opponent plays his own 2 drop, but it has 3 health. For example, I am playing a quest deck and I have quest on turn 1 and the new 2 drop. You playing this on turn 2, then following up with a secret does absolutely nothing to me. I make a simple trade into your minion and play my 3 drop.
Very strong against aggro though IF they can't remove this minion or you do this on turn 5. as others have said, a lesser Duskbreaker, but still decent.
Its basically a tech card for Tempo mage against token decks. But the Deck needs old manawyrm back to actually work. Big mage has No space for secret package. So even if strong, thus Card might Not see Play.