they just need to nerf the stats of MC and everything will be fine. The 6/6 body on that card is honestly fucking baffling to me. You pull 5 mana worth of secrets out of deck and still get the 6/6 stats? if they made the body 4/3 that would be fine it would push the body to a 7/5 when avenge hits so people can still use BGH on the mc. I wouldn't care if mc was 6/6 stats if avenge wasn't so fucking overcosted but as it stands its just disgusting.
If MC gets health to 4 lower, I think druid will run even more rampant on ladder.
XXX, The Curious Gnome: Legendary, 5 mana 4/3 : destroy all secrets. Draw a card for each secret destroyed. Something like a Harrison Jones for secrets... but I think this will send freeze mage to oblivion...
Setec Astronomer 2 Mana, 2/2; Battlecry: return all secrets to their owner's hand
Alternatively it might shuffle the secrets back into the owner's deck, since a good chunk of secrets are put into play with either Mad Scientist or Bigger Mad Scientist on steroids (MC), I don't think either is particularly unfair, and it's a good deal more balanced than say burning all secrets in play. It would turn Secret Paladin into a gimmick deck, along the lines of a Murloc deck or mill rogue, the sort of deck you can use to surprise people with, but as soon as it starts to get popular, people will Tech in something to counter it.
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If you notice this notice, you will notice, that this notice is not worth noticing....
Maybe we need dual tech cards. What if Kezan mystic also would gain +1/+1 and taunt for each enemy death rattle minion? Would this make the card broken? It wouldn't often trigger both effects and helps keep the card from being a dead card if the opponent isn't running a very specific strategy.
4 mana 4/5: all secrets have 50% chance to trigger. Rarity: common.
maybe even better ... 50% chance to fail ... the fail would actually destroy that secret ... but a it should be a 1 atk 8 hlth, other wise MC itself can remove this minion ...
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(sorry for any missssssspels - not a native english speaker + fat fingers)
5/4 "Battlecry: Destroy an enemy minion with Battlecry."
Like an alternate version of The Black Knight and also good versus Dr. Boom and tons of other stuff. MC plays are still perfectly vulnerable to Battlecries. It's hard to say how balanced it would be considering how prevalent Battlecries are, but at the same time Battlecries are usually immediately benificial, so this wouldn't get to negate part of the benefit already gained by those cards. Just a thought, I think anti-Battlecry stuff could be a good way to go.
like the idea here ... but as far as MC goes, it would ressurect, and other minions would get the avenge buff ... but the card effect is great, good for teching for any battle cry pesty creature, twilight drakes in handlock, boom, etc, etc
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(sorry for any missssssspels - not a native english speaker + fat fingers)
they just need to nerf the stats of MC and everything will be fine. The 6/6 body on that card is honestly fucking baffling to me. You pull 5 mana worth of secrets out of deck and still get the 6/6 stats? if they made the body 4/3 that would be fine it would push the body to a 7/5 when avenge hits so people can still use BGH on the mc. I wouldn't care if mc was 6/6 stats if avenge wasn't so fucking overcosted but as it stands its just disgusting.
If MC gets health to 4 lower, I think druid will run even more rampant on ladder.
If blizzard ever nerf MC which they have stated they have no plans to then you would have to imagine druid would have something coming their way as well. Those two decks are the most broken but honestly i have way less of a problem with druid then secret pally. Druid is broken but its a turn 9 brokenness so at least you have some turns to try to force the druid into playing defensively. Pally its like turn 6 comes along and the game is basically already over just due to the sheer amount of stats that are present on their side of the table.
There already exists a secret card tech counter, Kezan Mystic and Flare. Flare is a class exclusive, and against specifically secret paladin, mystic doesn't do enough. The reason mystic doesn't do enough is because you end up stealing a 1 mana secret, which a single 1 mana secret by itself is not that great; the reason that people played MC was because the deck thinning and multi secret play is what made it a good card.
The conundrum comes from building a neutral "greater mystic" so to speak. Anything that neuters secret paladin, absolutely kills (decimates, destroys, obliterates...get the point?) hunter secrets or mage secrets.
This is not how you balance the situation. The best way to tone down secret paladin is to just nerf Mysterious Challenger. There is no real alternative. And the best way (IMO) of nerfing MC is to increase his mana cost. His power comes from being able to turn 5,6,7 just powerhouse people down with a combo of strong cards (MC, Boom, Tirion) in most cases. By increasing the mana by 1, you prevent turn 5 coin into MC. You prevent a smooth curve, and you have him compete with Dr Boom for turn play.
1 mana increase (7 mana Mysterious Challenger) doesn't kill secret paladin, but it forstalls things for a turn which just might be the best way to handle the situation for now.
How to nuke Secret Paladin without hurting Freeze Mage/Hunter:
"Battlecry: if your opponent controls 3 or more secrets..."
MC will almost always offer 3 or more, and virtually no other deck will ever want that many secrets at once. It might hurt Secret Mage, but Secret Mage is completely non-viable anyways, so no tears shed there.
So let's run some ideas:
"Battlecry: if your opponent controls 3 or more secrets, destroy all secrets and draw a card per secret destroyed." Obviously, this is the nuclear option; "You lose all value from your secrets, and I get to draw 3-5 cards."
"Battlecry: if your opponent controls 3 or more secrets, counter any secret that would be activated this round." Another easy option: instead of playing around the secrets, you try your hardest to play into the secrets to get rid of them. Can't deal with Competitive Spirit, but makes dealing with the MC on the board considerably more reasonable.
"Battlecry: if your opponent controls 3 or more secrets, gain a copy of each secret they control." Call it "Unveiled Challenger" and make it a 6/7 for teh lulz.
Alternatively, if we want to do something else (say, something slightly less obviously aimed at Secret Paladin), we could target the effects of the problem secrets:
"Battlecry: if a creature would be summoned by your opponent this turn, destroy it." This is a strong effect, no question about it, but think about what it hits - Voidcaller, Piloted Shredder, Haunted Creeper, Noble Sacrifice... All cards that are not hugely significant or could afford to be knocked down a peg. Overall a really cool card that would see play regardless of "GET DOWN".
"Battlecry: if a creature would gain +X/+Y this turn, instead give it -X/-Y". Avenge is a very good card, particularly combined with Muster For Battle or Noble Sacrifice. Let's give it a little more counterplay, turning a solo MC into a 3/4 instead of a 9/8. Also hurts Dark Cultist (a very strong card) and Anubisath Sentinel (which nobody plays). Added bonus: Power Word: Shield as Holy Smite with a cantrip; Divine Spirit as hard removal. :D
Just some ideas. I don't think nerfing MC really helps that much. The problem is really less that MC is a 6/6, and more that having to deal with a large body, plus potentially a full board, plus a handful of secrets that interact with each other in very nasty ways - particularly Avenge and Noble Sacrifice. He could be a 3/3, and the deck would still be crazy good.
The first set of card effect is so specific, when is anyone ever going to have 3 secrets outside of MC? That really stinks of bad design.
The second set is a bit better, although the anti-Avenge spell works basically only against Avenge and... Dark Cultist? They're all fine cards, but from a design perspective, they'd never be put into a game.
I think there is a easier solution, besides nerfing MC:
Make a new card which costs 3 mana, has 3/2 and the following effect: "Battle cry: Secrets trigger for both players." (Like they would swap each turn between you and your enemy)
One example: Your opponent played MC and finishes his turn. You play this card and end yours. Your opponent proceeds to attack you and therefore triggers his own Avenge and Noble Sacrifice - Noth working in your favour.
But there are several questions to be solved:
1. Are the stats and cost balanced? - I gave my card 3 attack to be able to deal with an "Avenged Token" and a Mysterious Challenger, if your 3/2 gets buffed with Avenge. It has relatively low health, so it should be quite easy to handle for Paladins - and also Mages and Hunters, working more as a "slow-down tool" than the ultimative OP counter card. 3 mana is well-suited, because for 2 it would be superior to a Knife Juggler at times.
2. What about the ability? I thought about maybe including an additional Deathrattle (or Battle cry) like "Destroy an enemy's secret." and then raising its cost to 6 and its stats to 3/6 - to dodge a Paladin or Hunter weapon and to have cost equal to MC. But then again, this could screw Mages especially...
SI:7 Informant, 3 Mana 3/3, Battlecry: Gain 1 mana this turn only for each Secret on the battlefield. Rare.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I've said it elsewhere: just need neutral minion with battlecry identical to Flare.
I wouldn't mind a 2/2 minion with battlecry: remove 3 secrets from your opponent.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
2 mana 2/2 legendary battlecry copy all opponents secrets onto your hero
:/
My idea is this
Mysterious justice : Battlecry :If your opponent is a secret palladin,slap his bitch face to oblivion :D
Just tech in a Blood Knight.
Mysterious Challanger
Battlecry: Put one of each Secret from your deck into your hand.
Secret Keeper
Whenever a Secret is played gain +1 attack
XXX, The Curious Gnome: Legendary, 5 mana 4/3 : destroy all secrets. Draw a card for each secret destroyed. Something like a Harrison Jones for secrets... but I think this will send freeze mage to oblivion...
We need something along the lines of this.
Setec Astronomer
2 Mana, 2/2; Battlecry: return all secrets to their owner's hand
Alternatively it might shuffle the secrets back into the owner's deck, since a good chunk of secrets are put into play with either Mad Scientist or Bigger Mad Scientist on steroids (MC), I don't think either is particularly unfair, and it's a good deal more balanced than say burning all secrets in play. It would turn Secret Paladin into a gimmick deck, along the lines of a Murloc deck or mill rogue, the sort of deck you can use to surprise people with, but as soon as it starts to get popular, people will Tech in something to counter it.
If you notice this notice, you will notice, that this notice is not worth noticing....
Maybe we need dual tech cards. What if Kezan mystic also would gain +1/+1 and taunt for each enemy death rattle minion? Would this make the card broken? It wouldn't often trigger both effects and helps keep the card from being a dead card if the opponent isn't running a very specific strategy.
(sorry for any missssssspels - not a native english speaker + fat fingers)
(sorry for any missssssspels - not a native english speaker + fat fingers)
(sorry for any missssssspels - not a native english speaker + fat fingers)
As people have already said in this thread...
There already exists a secret card tech counter, Kezan Mystic and Flare. Flare is a class exclusive, and against specifically secret paladin, mystic doesn't do enough. The reason mystic doesn't do enough is because you end up stealing a 1 mana secret, which a single 1 mana secret by itself is not that great; the reason that people played MC was because the deck thinning and multi secret play is what made it a good card.
The conundrum comes from building a neutral "greater mystic" so to speak. Anything that neuters secret paladin, absolutely kills (decimates, destroys, obliterates...get the point?) hunter secrets or mage secrets.
This is not how you balance the situation. The best way to tone down secret paladin is to just nerf Mysterious Challenger. There is no real alternative. And the best way (IMO) of nerfing MC is to increase his mana cost. His power comes from being able to turn 5,6,7 just powerhouse people down with a combo of strong cards (MC, Boom, Tirion) in most cases. By increasing the mana by 1, you prevent turn 5 coin into MC. You prevent a smooth curve, and you have him compete with Dr Boom for turn play.
1 mana increase (7 mana Mysterious Challenger) doesn't kill secret paladin, but it forstalls things for a turn which just might be the best way to handle the situation for now.
How to nuke Secret Paladin without hurting Freeze Mage/Hunter:
"Battlecry: if your opponent controls 3 or more secrets..."
MC will almost always offer 3 or more, and virtually no other deck will ever want that many secrets at once. It might hurt Secret Mage, but Secret Mage is completely non-viable anyways, so no tears shed there.
So let's run some ideas:
Alternatively, if we want to do something else (say, something slightly less obviously aimed at Secret Paladin), we could target the effects of the problem secrets:
Just some ideas. I don't think nerfing MC really helps that much. The problem is really less that MC is a 6/6, and more that having to deal with a large body, plus potentially a full board, plus a handful of secrets that interact with each other in very nasty ways - particularly Avenge and Noble Sacrifice. He could be a 3/3, and the deck would still be crazy good.
The first set of card effect is so specific, when is anyone ever going to have 3 secrets outside of MC? That really stinks of bad design.
The second set is a bit better, although the anti-Avenge spell works basically only against Avenge and... Dark Cultist? They're all fine cards, but from a design perspective, they'd never be put into a game.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I think there is a easier solution, besides nerfing MC:
Make a new card which costs 3 mana, has 3/2 and the following effect: "Battle cry: Secrets trigger for both players." (Like they would swap each turn between you and your enemy)
One example: Your opponent played MC and finishes his turn. You play this card and end yours. Your opponent proceeds to attack you and therefore triggers his own Avenge and Noble Sacrifice - Noth working in your favour.
But there are several questions to be solved:
1. Are the stats and cost balanced? - I gave my card 3 attack to be able to deal with an "Avenged Token" and a Mysterious Challenger, if your 3/2 gets buffed with Avenge. It has relatively low health, so it should be quite easy to handle for Paladins - and also Mages and Hunters, working more as a "slow-down tool" than the ultimative OP counter card. 3 mana is well-suited, because for 2 it would be superior to a Knife Juggler at times.
2. What about the ability? I thought about maybe including an additional Deathrattle (or Battle cry) like "Destroy an enemy's secret." and then raising its cost to 6 and its stats to 3/6 - to dodge a Paladin or Hunter weapon and to have cost equal to MC. But then again, this could screw Mages especially...
3. The wording...