I was wondering how should Mysterious Challenger be balanced? I like the idea of secret paladin and would like to avoid the Warsong/Buzzard style nerfs.
It seems to me the main problem stems from the power spike of all secrets. Would it be better to change the effect to a death rattle rather than a battle cry? This would allow silences to be effective against the card and require board control to have the secret activate (Avenge/competitive spirit etc. ) and may preserve the deck.
Make the mana cost 7, limit the amount of secrets drawn, maybe at the end of every turn play a secret from your deck, or play secrets from your hand. There probably better ideas but these seem decent.
I think the concept is unique and makes for a different type of Paladin. I wouldnt changes its effect rather its stats. Could make it a 4/4 or 5/5 for example.
The problem isn't mysterious challenger itself. Making the card a 3/3 wouldn't really change the outcome all that much since you usually have some minions on the board which is enough to overpower most opponents with all the secrets.
I think the best nerf would be to make any secrets in your hand free to play. Then you would be more likely to collect secrets as the game went on and could play what you have on turn 6 at no extra mana cost. You could get lucky and flood the board, or you might not have any and you still get a 6/6 for 6 mana (damn reasonable). Mage has a similar guy for secrets and this would be a bigger version and allow multiple secrets to be played.
I was wondering how should Mysterious Challenger be balanced? I like the idea of secret paladin and would like to avoid the Warsong/Buzzard style nerfs.
It seems to me the main problem stems from the power spike of all secrets. Would it be better to change the effect to a death rattle rather than a battle cry? This would allow silences to be effective against the card and require board control to have the secret activate (Avenge/competitive spirit etc. ) and may preserve the deck.
My favorite suggestions have been:
-Make the ability Joust instead of battlecry, which fits the sets theme very well and add some risk, instead of it being all reward.
-Make it cost 7 and make it a 7/6. This make it targetable by BGH and fight for position with Dr. Boom.
First one is the one I like the most.
New effect: Give your secrets +1 attack.
Instead of pulling secrets from your deck and putting them into play it could put them into your hand instead.
Make the mana cost 7, limit the amount of secrets drawn, maybe at the end of every turn play a secret from your deck, or play secrets from your hand. There probably better ideas but these seem decent.
Turn the battle cry into a death rattle.
Same for dr7
Destroy the card!! Vanish for the land!!! .... How many "Pros" play secret in tournaments?? :)
"I fight with honor!" bull#$%&
Buff Kezan mystic to (Take two secrets at random) DESTROY ALL SECRETE DECKS GIVE THE CATTLE PROD TO FREEZE MAGE AND CANCER PALY!!!!!!
Very easily. Make it a 5/4 that puts 3 random secrets into play. Done.
mysterious challenger
cost: 6
stat: 6/3
battlecry: put a random secret from your deck into play.
I think the concept is unique and makes for a different type of Paladin. I wouldnt changes its effect rather its stats. Could make it a 4/4 or 5/5 for example.
December rank 74 legend :)
The problem isn't mysterious challenger itself. Making the card a 3/3 wouldn't really change the outcome all that much since you usually have some minions on the board which is enough to overpower most opponents with all the secrets.
I think the best nerf would be to make any secrets in your hand free to play. Then you would be more likely to collect secrets as the game went on and could play what you have on turn 6 at no extra mana cost. You could get lucky and flood the board, or you might not have any and you still get a 6/6 for 6 mana (damn reasonable). Mage has a similar guy for secrets and this would be a bigger version and allow multiple secrets to be played.
Quoth the raven...
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http://www.hearthpwn.com/search?search=nerf challenger