Actually. Some Secret Paladin players have started cutting out one copy of Mysterious Challenger and removing at least one copy of most secrets. Instead of running 8-10 secrets and double Mysterious Challenger, they will run 6 or 7 secrets, which still gives them a strong 6, but also gives them more flexibility in the 3-4 spots they've made available. It makes the turn 6 less consistent, but it allows the deck as a whole to be more consistent.
Are ALL secret Paladins doing this? No. But some have realized what I've been trying to say all along, which is that running a deck in which 33-40% of the cards are devoted to one turn that almost forces you to keep/mulligan a 6 drop so you can make that play on curve makes the deck inconsistent. Not WEAK. Just inconsistent.
Am I saying they're changing because of what I've said in this forum? No. I AM saying that SOME are starting to figure out what I've been trying to say (and been criticized for saying on occasion), however.
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If at first you don't succeed, skydiving isn't for you.
yeah, the counter is flare. so let's counter the most annoying deck in the game by only playing one other possible class with one possible counter card. Gosh, I sure hope I get flare by turn 6 or even my midrange hunter will lose to the goofiness of MC. The answer to an OP card cannot ever be 1 card in a class specific deck. If that's the answer then it is necessary to nerf. MC is ridiculous. period
It isn't even important that people weren't playing paladin secrets. one card should never (once again) be the answer to a problem for an entire deck or concept.
Am I the only one that has never had any trouble with secret paladin? And not just one hero or archetype either. I just realize I'm playing against secret paladin and save my hard removal for mysterious challenger and then its just triggering the secrets in the proper order. I just don't understand all this talk about nerfing it. If played correctly you can counter it pretty effectively. Plus its not that reliable, you can end up with a dead hand full of secrets or just not draw your 2 mysterious challengers.
I've been barking up this tree for almost a week now. The people that agree with your point of view understand what you're saying and know it's true. The ones that want to see it needed just talk about how powerful the perfect curve is, and insist that every game plays with a near-perfect curve.
Do I know how to beat secret Paladins? Yes. Are they extremely tough to beat on a perfect curve? Absolutely. I lost to one earlier tonight that played the first 6 turns perfectly. Even with some misplays on my end and a perfect curve that was perfectly played on his end, I still nearly pulled it off, and would have had he not topdecked a Competitive Spirit that gave him exactly the 16 damage he needed to finish me (his hand was empty, and he would have only had 12 otherwise)
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If at first you don't succeed, skydiving isn't for you.
yeah, the counter is flare. so let's counter the most annoying deck in the game by only playing one other possible class with one possible counter card. Gosh, I sure hope I get flare by turn 6 or even my midrange hunter will lose to the goofiness of MC. The answer to an OP card cannot ever be 1 card in a class specific deck. If that's the answer then it is necessary to nerf. MC is ridiculous. period
It isn't even important that people weren't playing paladin secrets. one card should never (once again) be the answer to a problem for an entire deck or concept.
There are plenty of decks that can beat a secret Paladin, and they don't run Flare.
Warlocks in particular have pretty favorable matchups against Secret Paladin. Zoolock and Demonlock can both match or beat a Paladins early game, while Handlock can have huge Taunts as early as turn 5.
Paladin runs the exact same early game, while also running an extra copy of both Consecration and Truesilver Champion and two copies of Equality (generally), plus two Sludge Belcher which Secret Paladin has a hard time removing.
Druid has several forms of big Taunts that they can ramp into before (or at) turn 6, plus a lot of early minions that trade well with what the secret Paladin can drop (not to mention how absolutely amazing Swipe is, plus the fact that they can use Wrath to both remove a minion and cycle a card)
I think what really makes Secret Paladin so strong (aside from turn 6) is that it's a very unique hybrid (much like Hybrid Hunter). It runs enough early game presence to match aggro, while also having Midrange qualities to outlast aggro as the game moves on. At the same time, it has enough aggro qualities that it IS capable of outracing Midrange and Control and can match them in the mid game, but if things are even in the mid game, it runs out of steam in the late game (especially when it has to devote its resources to removing Taunt, which is the same problem Hybrid Hunter and aggro have)
yeah, the counter is flare. so let's counter the most annoying deck in the game by only playing one other possible class with one possible counter card. Gosh, I sure hope I get flare by turn 6 or even my midrange hunter will lose to the goofiness of MC. The answer to an OP card cannot ever be 1 card in a class specific deck. If that's the answer then it is necessary to nerf. MC is ridiculous. period
It isn't even important that people weren't playing paladin secrets. one card should never (once again) be the answer to a problem for an entire deck or concept.
There are plenty of decks that can beat a secret Paladin, and they don't run Flare.
Warlocks in particular have pretty favorable matchups against Secret Paladin. Zoolock and Demonlock can both match or beat a Paladins early game, while Handlock can have huge Taunts as early as turn 5.
Paladin runs the exact same early game, while also running an extra copy of both Consecration and Truesilver Champion and two copies of Equality (generally), plus two Sludge Belcher which Secret Paladin has a hard time removing.
Druid has several forms of big Taunts that they can ramp into before (or at) turn 6, plus a lot of early minions that trade well with what the secret Paladin can drop (not to mention how absolutely amazing Swipe is, plus the fact that they can use Wrath to both remove a minion and cycle a card)
I think what really makes Secret Paladin so strong (aside from turn 6) is that it's a very unique hybrid (much like Hybrid Hunter). It runs enough early game presence to match aggro, while also having Midrange qualities to outlast aggro as the game moves on. At the same time, it has enough aggro qualities that it IS capable of outracing Midrange and Control and can match them in the mid game, but if things are even in the mid game, it runs out of steam in the late game (especially when it has to devote its resources to removing Taunt, which is the same problem Hybrid Hunter and aggro have)
While I completely agree with you, I find that there's a flaw to your logic.
Your talking about the classes having counters but this requires you to have the cards in your hand and the mana to play them at the right time. On the other hand the opponent needs simply to play the cards. As a result, you're on the defensive side and you're screwed if you don't have the counter, while the opponent is on the offensive and simply needs to play his next threat. Not to mention that if you're continuously playing defensively, you're getting outtempoed with each turn.
In any way, MC is ridiculously OP and it must get some kind of nerf. Most likely though, the team will release an evenly broken minion to counter him, restricting the number of cards we can put in a deck even further...
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'There is nothing more deceptive than an obvious fact'
Mysterious Challenger Paladin has so many counters that it will never need a nerf, and every day people are discovering more and more counters.
So far just to name a few:
Control Paladin
Freeze Mage
Fatigue Warrior
Just about any Priest deck.
Just about any control deck with sufficient removal beats it. Like someone above said, just save a removal for Mysterious Challenger and then you nullify the card/turn that they built their entire deck around. And Paladin secrets don't need to be played around, you just pop em as fast as you can, and the triggers are all so basic that all you have to do is attack once and 2-3 of the secrets pop, and the threat is gone.
On top of that I'm not sure where everyone is seeing all these Mysterious Challenger Paladins. In the past week I've faced about 4 MC Paladins in 40-50 games. Not exactly common on the ladder. And I only lost to one of them. The power of control.
Patron did hold back some of the fast tempo mid aggro decks, and now that Warsong is nerfed we are seeing these decks again. But the problem with the aggressive meta isn't Mysterious Challenger, he actually gives incentive to play control decks, as MC Paladin beats most aggressive decks, but loses to most control decks. The problem with the overly aggressive meta is and always has been Dr. Boom and Piloted Shredder. I'm tempted to add Mad Scientist to the list, as Kripp said it is a soul crushing card, to me, 3rd most unfun card in the game, but it wasn't as much of a problem pre-GvG aka, before the mess that is Dr. Boom and Piloted Shredder arrived.
Mysterious Challenger Paladin has so many counters that it will never need a nerf, and every day people are discovering more and more counters.
So far just to name a few:
Control Paladin
Freeze Mage
Fatigue Warrior
Just about any Priest deck.
Just about any control deck with sufficient removal beats it. Like someone above said, just save a removal for Mysterious Challenger and then you nullify the card/turn that they built their entire deck around. And Paladin secrets don't need to be played around, you just pop em as fast as you can, and the triggers are all so basic that all you have to do is attack once and 2-3 of the secrets pop, and the threat is gone.
On top of that I'm not sure where everyone is seeing all these Mysterious Challenger Paladins. In the past week I've faced about 4 MC Paladins in 40-50 games. Not exactly common on the ladder. And I only lost to one of them. The power of control.
Patron did hold back some of the fast tempo mid aggro decks, and now that Warsong is nerfed we are seeing these decks again. But the problem with the aggressive meta isn't Mysterious Challenger, he actually gives incentive to play control decks, as MC Paladin beats most aggressive decks, but loses to most control decks. The problem with the overly aggressive meta is and always has been Dr. Boom and Piloted Shredder. I'm tempted to add Mad Scientist to the list, as Kripp said it is a soul crushing card, to me, 3rd most unfun card in the game, but it wasn't as much of a problem pre-GvG aka, before the mess that is Dr. Boom and Piloted Shredder arrived.
And?
Reasonable criticism towards the deck is that it is very powerful yet very simple to play. That it has viable counters changes none of those criticisms. Demon Handlock for example, is a very powerful deck, and it has plenty of counters (to the extent that it is sometimes even a bad deck given the right meta). Bad players don't do well with handlock however, they do very well with secret paladin.
Don't get me wrong, it's good that it has actual counters. We don't need another GP. But the deck's popularity speaks for itself, so does its capability even in the hands of relatively bad players.
But this deck is too easy. Is the overall winrate in the hands of a capable player defendable? That could be. Is its winrate in the hands of a bad player defendable? No, it is not.
Mysterious Challenger Paladin has so many counters that it will never need a nerf, and every day people are discovering more and more counters.
So far just to name a few:
Control Paladin
Freeze Mage
Fatigue Warrior
Just about any Priest deck.
Just about any control deck with sufficient removal beats it. Like someone above said, just save a removal for Mysterious Challenger and then you nullify the card/turn that they built their entire deck around. And Paladin secrets don't need to be played around, you just pop em as fast as you can, and the triggers are all so basic that all you have to do is attack once and 2-3 of the secrets pop, and the threat is gone.
On top of that I'm not sure where everyone is seeing all these Mysterious Challenger Paladins. In the past week I've faced about 4 MC Paladins in 40-50 games. Not exactly common on the ladder. And I only lost to one of them. The power of control.
Patron did hold back some of the fast tempo mid aggro decks, and now that Warsong is nerfed we are seeing these decks again. But the problem with the aggressive meta isn't Mysterious Challenger, he actually gives incentive to play control decks, as MC Paladin beats most aggressive decks, but loses to most control decks. The problem with the overly aggressive meta is and always has been Dr. Boom and Piloted Shredder. I'm tempted to add Mad Scientist to the list, as Kripp said it is a soul crushing card, to me, 3rd most unfun card in the game, but it wasn't as much of a problem pre-GvG aka, before the mess that is Dr. Boom and Piloted Shredder arrived.
And?
Reasonable criticism towards the deck is that it is very powerful yet very simple to play. That it has viable counters changes none of those criticisms. Demon Handlock for example, is a very powerful deck, and it has plenty of counters (to the extent that it is sometimes even a bad deck given the right meta). Bad players don't do well with handlock however, they do very well with secret paladin.
Don't get me wrong, it's good that it has actual counters. We don't need another GP. But the deck's popularity speaks for itself, so does its capability even in the hands of relatively bad players.
But this deck is too easy. Is the overall winrate in the hands of a capable player defendable? That could be. Is its winrate in the hands of a bad player defendable? No, it is not.
Personally I don't believe that just because a deck is harder to play it should have a higher win rate because at the end of the day at the top levels of play it doesn't matter how easy / hard a deck is to play the deck is going to be played flawlessly and balancing around anything but the top levels of play is how you kill off any competitive scene. Basically if you complain about a deck being harder to play just get better at it and it'll be as easy to play as secret paladin. Secret paladin just has an easy learning curve while handlock has a harder one, once you've learnt both decks they're both fairly simple
Obviously some decks are easier to play than others, the only alternative to that is to play with equal decks (essentially a "poker game").
so this isn't a discussion of principle, it's merely a discussion of where you draw the line. Personally I find that secret paladin has crossed that line, as fairly inexperienced players are achieving very much beyond what they could with other decks. They might not be able to go tip-to-toe with exceptional players, but 7 soccer pros could probably beat 11 soccer amateurs in a full game... that doesn't mean such a handicap is sound match format for general play.
You might disagree, and that's fine. Obviously we want different things from the game.
Personally I don't believe that just because a deck is harder to play it should have a higher win rate because at the end of the day at the top levels of play it doesn't matter how easy / hard a deck is to play the deck is going to be played flawlessly and balancing around anything but the top levels of play is how you kill off any competitive scene. Basically if you complain about a deck being harder to play just get better at it and it'll be as easy to play as secret paladin. Secret paladin just has an easy learning curve while handlock has a harder one, once you've learnt both decks they're both fairly simple
That is the dumbest thing anyone said anywhere ever.
It does not matter at top level since all people are good enough anyway? So why the fuck are there even tournaments? So people can enjoy the RNG?
If all progamers are equally skilled then why the fuck do some win more?
Why aren't HS best gamers 12 year old kids that press the hunter heropower?
You are so wrong the irony could be cut with a knife.
The game needs to be balanced around top level play. Grim Patron was so OP the meta completely revolved around it. That is not justifiable, nor healthy for the game, just because the skill ceiling was slightly higher.
Hell, even the 'pro's say the skill ceiling on this game is basically rock bottom. Did you watch the last challengestone tournament? There were so many bad plays from 'pro's' that it was fucking painful! The only thing that separates the 'pros' and the average joe is time investment, and name recognition. Do you think it's some huge coincidence that a lot of the current & past 'pro's were already popular streamers?
As many have noted, the cost in terms of deckbuilding is quite steep. If I haven't drawn Mysterious Challenger by turn 6 and has drawn more than 1 secret, I'm in a lot of trouble.
It's a cool card. Basically, you downgrade your deck in order to have to privilege to play the most powerful card in Hearthstone. Risk and Reward. Lots of Risk, and lots of reward.
So what? My deck is OP but I have bad cards in it, so it's fine?
What kind of logic is that?
So much sacrifice in your deck, very risky... What's your win rate again?
You guys do realize that pretty much nobody brought a deck you claim to be 'totally op' the the world championship of this game?!
i saw one yesterday,but not remember who play with secret pala vs oil rogue (played by purple) : D
there is even more tbh: Neirea and several Asian Guys play it, but still my point was not that the deck ain't good, it is rather that the deck is pretty obviously just a tier 1 deck among other decks on a comparable level, while people in this thread make i look like it was totally op and nigh unbeatable...
Sure, like every tier 1 it can create extremely "unfair" draws and the nature of the deck is to create those draws pretty often, but the price you are paying for those draws are a lot of games where your game plan just never comes together .... but as with patron (which was much stronger, I know) people only tend to think about the games where they got steamrolled and not the games where the extremely synergistic deck just fizzled away...
For those that say MC is not broken or the deck is not so powerful to be brought in tournaments, they can check the world championship Kranich vs Zoro right now...
its not that the card is op, the problem is that brings lots of tempo, with those five secrets. giving one protector: get down, an easy trade: repentance, a huge buff: avenge, a tempo board redeptiom and more board buffs with competitive. The card is super strong, probably the strongest, but we need to think at the whole deck, its all made for that dr6. if u don't get it on curve, and get lots of secrets before, the deck gets weaker...
that true, but the game needs broken cards otherwise there is nothing super fun to play with. i don't disagree with boom and challenger.. whoever doesn't like to be defeated with it, just play with it or make a huge counter...
Actually. Some Secret Paladin players have started cutting out one copy of Mysterious Challenger and removing at least one copy of most secrets. Instead of running 8-10 secrets and double Mysterious Challenger, they will run 6 or 7 secrets, which still gives them a strong 6, but also gives them more flexibility in the 3-4 spots they've made available. It makes the turn 6 less consistent, but it allows the deck as a whole to be more consistent.
Are ALL secret Paladins doing this? No. But some have realized what I've been trying to say all along, which is that running a deck in which 33-40% of the cards are devoted to one turn that almost forces you to keep/mulligan a 6 drop so you can make that play on curve makes the deck inconsistent. Not WEAK. Just inconsistent.
Am I saying they're changing because of what I've said in this forum? No. I AM saying that SOME are starting to figure out what I've been trying to say (and been criticized for saying on occasion), however.
If at first you don't succeed, skydiving isn't for you.
yeah, the counter is flare. so let's counter the most annoying deck in the game by only playing one other possible class with one possible counter card. Gosh, I sure hope I get flare by turn 6 or even my midrange hunter will lose to the goofiness of MC. The answer to an OP card cannot ever be 1 card in a class specific deck. If that's the answer then it is necessary to nerf. MC is ridiculous. period
It isn't even important that people weren't playing paladin secrets. one card should never (once again) be the answer to a problem for an entire deck or concept.
Quoth the raven...
If at first you don't succeed, skydiving isn't for you.
If at first you don't succeed, skydiving isn't for you.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Mysterious Challenger Paladin has so many counters that it will never need a nerf, and every day people are discovering more and more counters.
So far just to name a few:
Just about any control deck with sufficient removal beats it. Like someone above said, just save a removal for Mysterious Challenger and then you nullify the card/turn that they built their entire deck around. And Paladin secrets don't need to be played around, you just pop em as fast as you can, and the triggers are all so basic that all you have to do is attack once and 2-3 of the secrets pop, and the threat is gone.
On top of that I'm not sure where everyone is seeing all these Mysterious Challenger Paladins. In the past week I've faced about 4 MC Paladins in 40-50 games. Not exactly common on the ladder. And I only lost to one of them. The power of control.
Patron did hold back some of the fast tempo mid aggro decks, and now that Warsong is nerfed we are seeing these decks again. But the problem with the aggressive meta isn't Mysterious Challenger, he actually gives incentive to play control decks, as MC Paladin beats most aggressive decks, but loses to most control decks. The problem with the overly aggressive meta is and always has been Dr. Boom and Piloted Shredder. I'm tempted to add Mad Scientist to the list, as Kripp said it is a soul crushing card, to me, 3rd most unfun card in the game, but it wasn't as much of a problem pre-GvG aka, before the mess that is Dr. Boom and Piloted Shredder arrived.
And?
Reasonable criticism towards the deck is that it is very powerful yet very simple to play. That it has viable counters changes none of those criticisms. Demon Handlock for example, is a very powerful deck, and it has plenty of counters (to the extent that it is sometimes even a bad deck given the right meta). Bad players don't do well with handlock however, they do very well with secret paladin.
Don't get me wrong, it's good that it has actual counters. We don't need another GP. But the deck's popularity speaks for itself, so does its capability even in the hands of relatively bad players.
But this deck is too easy. Is the overall winrate in the hands of a capable player defendable? That could be. Is its winrate in the hands of a bad player defendable? No, it is not.
Obviously some decks are easier to play than others, the only alternative to that is to play with equal decks (essentially a "poker game").
so this isn't a discussion of principle, it's merely a discussion of where you draw the line. Personally I find that secret paladin has crossed that line, as fairly inexperienced players are achieving very much beyond what they could with other decks. They might not be able to go tip-to-toe with exceptional players, but 7 soccer pros could probably beat 11 soccer amateurs in a full game... that doesn't mean such a handicap is sound match format for general play.
You might disagree, and that's fine. Obviously we want different things from the game.
The problem with requesting a nerf is the way Blizzard tend to nerf cards (see i.a. warsong).
Yes to a reasonable nerf (1 mana or make it legendary or maybe a small stat tweak) but no to a total annihilation of the card.
I said it before. Nerf stats to 5/5 then it will be balanced. Emperor and sylvanas are 5/5 with a powerful effect, Mc should be the same
You guys do realize that pretty much nobody brought a deck you claim to be 'totally op' the the world championship of this game?!
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
For those that say MC is not broken or the deck is not so powerful to be brought in tournaments, they can check the world championship Kranich vs Zoro right now...
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
its not that the card is op, the problem is that brings lots of tempo, with those five secrets. giving one protector: get down, an easy trade: repentance, a huge buff: avenge, a tempo board redeptiom and more board buffs with competitive. The card is super strong, probably the strongest, but we need to think at the whole deck, its all made for that dr6. if u don't get it on curve, and get lots of secrets before, the deck gets weaker...
that true, but the game needs broken cards otherwise there is nothing super fun to play with. i don't disagree with boom and challenger.. whoever doesn't like to be defeated with it, just play with it or make a huge counter...
Here's a simple nerf. Switch the Epic and Legendary status of Mysterious Challenger with Eadric the Pure.