Totemic Projection - 4 Mana Common Shaman Spell: Secret: At the start of your turn, summon all four Hero Power Totems. Summons: Healing Totem, Searing Totem, Stoneclaw Totem, Wrath of Air Totem. Clarifications - Can only trigger if there is enough room on your side of the board (3 or less minions). Still activates if you already have a hero power totem on the board.
Intended to work with Bloodlust, Thunder Bluff Valiant, and Draenei Totemcarver along with any other cards that benefit from having lots of minions. This allows for a guaranteed combo next turn for massive damage with very few counters. However for balancing it provides your opponent with a fair warning, so they can prepare any taunt minions they might have, or use a Flare/Kezan Mystic.
Notes: Image was broken and had a super-long URL that was interfering with our program, had to remove it.
Pretty self explanatory. Can be pretty powerful and limit opponents play, but can also be played around. Small cost means it can help assist Rogue combos as well. If your opponent plays a 0, 1, or 20 mana minion, this secret does not trigger.
I think this fits warrior pretty well, and works as a secret even if your opponent knows about it. It just gives you an active weapon on your opponents turn. If people don't full understand, as long as your weapon is ready, like during your turn, when a minion attacks you (which pretty much only happens with Misdirection) they take damage equal to its attack. This can even happen to Druids that have used their Hero Power or Claw/Bite/Savage Roar and then have a minion hit them from Misdirection. Its not a common interaction so many people don't know about it. This effectively lets you damage any minions your opponent wants to attack with, potentially killing them. Obviously they can only attack with the one, which is why I made it cheap, and you obviously still take damage. 1 might still be the correct cost but I like 2 atm. This doesn't eat any durability off your weapon.
This card is meant to be played around. Its fine that they know what it is because it does a few things. It either forces your opponent to trade in their only minion if its a problem minion you really want to get rid of or take face damage if they have a weapon and not a minion, but it also is there to detour attacks. In the middle turns you could get an opponent to skip attacking with all but 1 or his minions to avoid the secret and then follow up with a Brawl or decent trades to save you secret for later. At worst its a 2 mana spell that gives you 1 extra durability on your weapon, but it could save you a heap of health or deal heaps of damage.
I am sorry if my card seems confusing, the wording has been changed and if you don't know the interactions this card probably doesn't make much sense but that is why I've explained it.
Here's my entry this week, the Rogue spell Garrote. I figured that if a class was going to have one Secret and one Secret only, it would have to be one that's difficult to play around for any opposing class, at any stage of the game. The Battlecry negation makes it difficult to set plays around (I'm looking at you, Mysterious Challenger) and purposely sending a low-cost minion to trigger the secret will kill most of them outright. Works pretty well for anti-aggro decks too which are full of low-cost Battlecry and Deathrattle minions.
And yes, I'm aware that the card's picture/art style is pretty creepy compared to most Hearthstone cards, but it is the card art used for the Garrote spell in the WoW TCG. It's also the only art I can find that depicts the spell as well, so while it's not my first choice, it'll have to do...