I like the 7 mana change the best, as it gives you another turn to stabilize against the best early game curve of any class.
And even if Challenger was nerfed to the ground, Paladin would still be a top tier class. There is another good Paladin deck that replaces the secrets and Challengers for cards that are great on their own like Aldor Peackeeper, Equality, Justicar Trueheart, and Quartermaster.
This way this is unplayable, super bad so it's not balancing out, it's completely ruining it I think.
My 3 ideas (one of them would be cool to be applied, not all of them of course):
Increase cost to 7 mana
Pull 3 random secrets from deck instead of all
Reduce HP by 2, so it is 6/4 - a bit more killable, if one bypasses secrets well can be killed with Shredder or something (this would be the weakest nerf of the 3 I think)
But 4/4 with this effect? It's ruined more than Warsong commander in my opinion...
Great ideas, i was thinking the same :D
But let's face it guys, the card is not that much of a problem to get nerfed. People are eventually get used to playing around it, a better deck will appear, and it will go in decline in time.
A nerf too strong the MC would risk to make all the paladin secrets useless again. Maybe it should get an average nerf (like becoming a legendary, or limiting the number of secrets it draws to 3) while at the same time adding another low cost average paladin card that gives some value to the secrets. But I don't think they will ever go for the into-legendary option. It would be a lot of powder!
What about making it: 'Battlecry and Deathrattle: Draw two Secrets from your deck'? This would make it less strong when played on turn 6, without completely destroying the card. Also, because this synergises better with Secretkeeper (the secrets are then actually played), I think the archetype would still be pretty strong. Thoughts?
Make it deathrattle instead of battlecry. It would force people to think and play around things.
Couldn't agree more, that is the best solution I can think of. This way he's still very strong but if it's a Deathrattle instead of a Battlecry then at least we can play around it :)
5 mana 5/5, "Battlecry: Put one of every Secret in your deck into your hand." (Still offers that signature "secret blitz", and up to 6 free draws is insane value, but the player has to spend mana to play them. Stats adjusted so you can play it one turn earlier)
6 mana 6/6, Trigger/Proc: "At the end of your turn, put a random Paladin Secret into the battlefield." (Not from your deck; completely random)
6 mana 6/6, "Battlecry: If you have a Secret, put a random Secret from your deck into the battlefield."
6 mana 6/6, Active Effect: "Your Secrets cost (0)." (Most realistic nerf; spirit of the card is left unchanged since you get to play secrets for free, but you don't get the free draws. Also a nice late-game buff for Secretkeeper)
7 mana 7/6, original card text (Has to wait one more turn; can be BGH'd)
If the effect was a joust, it would be a tiny bit more balanced and see less play because it would be a gamble against most decks which aren't face. Another possibility is to change the battlecry to deathrattle, then at least it can be silenced, if it keeps the battlecry, it either needs to have a crappy stat line so it can easily be dispatched, or drastically reduce the number of secrets it pulls out. The only other option, is for Blizzard to create some new cards which punish secrets, doesn't have to be destroy or steal, sending them back to the owners hand would be pretty nasty.
Joust instead of Battlecry: actually destroys the face-secret paladin, interesting for a slower type of secret paladin (with Secretkeeper and Illuminator)
5 mana 5/5, "Battlecry: Put one of every Secret in your deck into your hand." (Still offers that signature "secret blitz", and up to 6 free draws is insane value, but the player has to spend mana to play them. Stats adjusted so you can play it one turn earlier)
6 mana 6/6, Active Effect: "Your Secrets cost (0)." (Most realistic nerf; spirit of the card is left unchanged since you get to play secrets for free, but you don't get the free draws. Also a nice late-game buff for Secretkeeper)
I like these two the most from your suggestions, as they both generate additional synergy with Secretkeeper.
The problem per se isn't MC, but its the insane early game of Secretkeeper / Minibot / Juggler / Muster / Coghammer / Keeper of Uldamon / Blessing...etc so your reserved removal for Turn 6 has to be wasted because of their strong opening. Mid Range Paladin that doesn't run it is just marginally weaker.
Considering MC it has better stats than Sylvanas, Justicar, Reno, Mistcaller, and the Black Knight I don't think Blizzard understood how powerful this card was going to be....if they did (class favoritism) then they surely won't nerf it.
The problem per se isn't MC, but its the insane early game of Secretkeeper / Minibot / Juggler / Muster / Coghammer / Keeper of Uldamon / Blessing...etc so your reserved removal for Turn 6 has to be wasted because of their strong opening. Mid Range Paladin that doesn't run it is just marginally weaker.
Considering MC it has better stats than Sylvanas, Justicar, Reno, Mistcaller, and the Black Knight I don't think Blizzard understood how powerful this card was going to be....if they did (class favoritism) then they surely won't nerf it.
I really think the answer is to make it a 6/3,
I've been saying this forever. 6/3, same effect, same cost.
If you change it to add random secrets from your deck it makes it arguably better since there's no way of telling what is in play. At least now you know you're going to get noble saced into avenge into redemption into competitive spirit. It has an effective mana value of 10 and that's if you only play 4 different types of secrets, that is so game breaking and absurd. Has absolutely no drawbacks what so ever because it's a 6/6 for 6.
So what needs changing? Well, Let's say that the effect is fine and the stats need nerfing. Let's say that we nerf it's stats and make it a 3/3 for 6 with the same effect. Guess what? It would still be played. It might even be a bit buff since you can't BGH it anymore if/when it gets avenged. So it needs to have a high enough attack value to remain in BGH range if/when it gets the avenge proc. So the minimum must be 4 so when it gains 3 attack it's in bgh range.
Now we're getting somewhere, a card that represents so much value shouldn't have stats comparative to its cost, or in this case direct relation to its cost.
What would the cards hp need to be then? for 6 mana a 4/4 seems fair if you have an effective mana value of +4 ( assuming you're running only 4 different types of secrets). So the card is sacrificing stats in order to gain value elsewhere, like every other card in the game(except for boom). But what does this really solve? Instead of bghing a 9/8 you're bghing a 7/6? Instead of silencing a 9/8 you're silencing a 7/4?
So, we can see that if we change his stats to be more fair relative to his effective mana value, nothing really changes. The change must come from the effect. Some ideas... -effect becomes a deathrattle -Same effect but also reads " can't attack if other minions are on the board" -Same effect but also reads " can't attack if you control a secret " -Same effect but make it a joust -Same effect but also reads "if you have another MC in your deck, destroy it" -Same effect but also reads " If this minion is the only minion you control at the start of your turn, destroy it "
There's a good amount of ideas going around with the nerf of the card, my favorites being change the card text to deathrattle or making the card cost 7 mana so you have more time to catch up and also you can't play the card on curve with doctor boom(unless you have the coin.)
There are major flaws on the original post idea. Making your secrets trigger twice and also making it a 4/4 is insanely bad. The card is good at the moment in part because it "filters" your deck, it takes the cards out of your deck that you don't want to draw(secrets.) Also making your secrets trigger twice isn't great because your secrets only trigger on the enemy turn, it's nothing like Brann Bronzebeard(not to mention the excessive mana cost/stat ratio.)
Ideas about balancing Mysterious Challenger without completely destroying it
-Makes card that completely destroys it.
Seriously, If you want to keep the card like it is now, you just need to reduce either max number of secrets to 3 or make it a 5/5. I know that blizzard has not been a role model when it comes to nerf, but pls can we have small continues nerfs for once? Reducing stats by -1 point or increasing mana cost with stat adjustments often is enough
And Patron is still a viable deck atm. Why do people think that destroying warsong commander made patron not good anymore? lol. It's still a great deck without being absurd.
Explanation. The main problem of nerfing the card would be to erase the secret paladin archetype from the surface of the earth. In order to make this archetype style viable, we have to find something strong which requires playing secrets. We can discuss about the body, etc., but this is my proposition.
I like the 7 mana change the best, as it gives you another turn to stabilize against the best early game curve of any class.
And even if Challenger was nerfed to the ground, Paladin would still be a top tier class. There is another good Paladin deck that replaces the secrets and Challengers for cards that are great on their own like Aldor Peackeeper, Equality, Justicar Trueheart, and Quartermaster.
A nerf too strong the MC would risk to make all the paladin secrets useless again. Maybe it should get an average nerf (like becoming a legendary, or limiting the number of secrets it draws to 3) while at the same time adding another low cost average paladin card that gives some value to the secrets. But I don't think they will ever go for the into-legendary option. It would be a lot of powder!
What about making it: 'Battlecry and Deathrattle: Draw two Secrets from your deck'? This would make it less strong when played on turn 6, without completely destroying the card. Also, because this synergises better with Secretkeeper (the secrets are then actually played), I think the archetype would still be pretty strong. Thoughts?
In my opinion it just needs change to body to 7/4 or 5/4, 4/4. He still would be playable, but more killable.
5 mana 5/5, "Battlecry: Put one of every Secret in your deck into your hand." (Still offers that signature "secret blitz", and up to 6 free draws is insane value, but the player has to spend mana to play them. Stats adjusted so you can play it one turn earlier)
6 mana 6/6, Trigger/Proc: "At the end of your turn, put a random Paladin Secret into the battlefield." (Not from your deck; completely random)
6 mana 6/6, "Battlecry: If you have a Secret, put a random Secret from your deck into the battlefield."
6 mana 6/6, Active Effect: "Your Secrets cost (0)." (Most realistic nerf; spirit of the card is left unchanged since you get to play secrets for free, but you don't get the free draws. Also a nice late-game buff for Secretkeeper)
7 mana 7/6, original card text (Has to wait one more turn; can be BGH'd)
Hearthpwn's #1 Resident Shadowform Advocate
Thats an easy one:
1. Make it legendary.
2. Nerf stats to 4 4 for 6 mana.
3. ...
4. Balanced.
Yes, The Mistcaller i'm looking at you.
The problem per se isn't MC, but its the insane early game of Secretkeeper / Minibot / Juggler / Muster / Coghammer / Keeper of Uldamon / Blessing...etc so your reserved removal for Turn 6 has to be wasted because of their strong opening. Mid Range Paladin that doesn't run it is just marginally weaker.
Considering MC it has better stats than Sylvanas, Justicar, Reno, Mistcaller, and the Black Knight I don't think Blizzard understood how powerful this card was going to be....if they did (class favoritism) then they surely won't nerf it.
I really think the answer is to make it a 6/3,
I hope Blizz do the Blizz way: nerf it to oblivion.
Always Squelch.
"Every time you beat an aggro deck, you make the world a better place". Kripp 2015
If you change it to add random secrets from your deck it makes it arguably better since there's no way of telling what is in play. At least now you know you're going to get noble saced into avenge into redemption into competitive spirit. It has an effective mana value of 10 and that's if you only play 4 different types of secrets, that is so game breaking and absurd. Has absolutely no drawbacks what so ever because it's a 6/6 for 6.
So what needs changing? Well, Let's say that the effect is fine and the stats need nerfing. Let's say that we nerf it's stats and make it a 3/3 for 6 with the same effect. Guess what? It would still be played. It might even be a bit buff since you can't BGH it anymore if/when it gets avenged. So it needs to have a high enough attack value to remain in BGH range if/when it gets the avenge proc. So the minimum must be 4 so when it gains 3 attack it's in bgh range.
Now we're getting somewhere, a card that represents so much value shouldn't have stats comparative to its cost, or in this case direct relation to its cost.
What would the cards hp need to be then? for 6 mana a 4/4 seems fair if you have an effective mana value of +4 ( assuming you're running only 4 different types of secrets). So the card is sacrificing stats in order to gain value elsewhere, like every other card in the game(except for boom). But what does this really solve? Instead of bghing a 9/8 you're bghing a 7/6? Instead of silencing a 9/8 you're silencing a 7/4?
So, we can see that if we change his stats to be more fair relative to his effective mana value, nothing really changes. The change must come from the effect. Some ideas...
-effect becomes a deathrattle
-Same effect but also reads " can't attack if other minions are on the board"
-Same effect but also reads " can't attack if you control a secret "
-Same effect but make it a joust
-Same effect but also reads "if you have another MC in your deck, destroy it"
-Same effect but also reads " If this minion is the only minion you control at the start of your turn, destroy it "
There's a good amount of ideas going around with the nerf of the card, my favorites being change the card text to deathrattle or making the card cost 7 mana so you have more time to catch up and also you can't play the card on curve with doctor boom(unless you have the coin.)
There are major flaws on the original post idea. Making your secrets trigger twice and also making it a 4/4 is insanely bad. The card is good at the moment in part because it "filters" your deck, it takes the cards out of your deck that you don't want to draw(secrets.) Also making your secrets trigger twice isn't great because your secrets only trigger on the enemy turn, it's nothing like Brann Bronzebeard(not to mention the excessive mana cost/stat ratio.)
YouTube = Holyroberto
Twitch = Holyroberto
Lol just add a neutral card that is called "Well-known Challenger" and his effect is "Steal all your opponents active secrets" BAM. Countered.
/thread
there shall be no nerfs! Who am i? none of your god damn business >_>;
just make it a 7/7 for 7 with same effect and it is fixed
Explanation. The main problem of nerfing the card would be to erase the secret paladin archetype from the surface of the earth. In order to make this archetype style viable, we have to find something strong which requires playing secrets.
We can discuss about the body, etc., but this is my proposition.