Knowing Hearthstone wording though, it's just inconsistent keyword use.
Spells cast by other spells are not considered to be cast by the player, therefore no buffs. Example: Scroll of Wonder's spell does not buff mana wyrm.
The difference is that the mana wyrm only grows for spells played by the owner, while the Secretkeeper doesn't restrict who is playing the secret (it doesn't even mention the word player).
Still, we will only know for sure when we can play the card or Blizzard speaks out, as it wouldn't be the first time that the behaviour of a card is decided based on balance purposes.
The card by itself is very good if considered in a vacuum. However, healing is only good when you have a slow but reliable win condition, which at the moment control Paladin lacks
Whew. It's a good thing priest is getting this powerful card. Sure, it's a touch strong in a vacuum to be able to steal absolutely anything from their opponents for cheap and develop a big board at the same time, but they've been such a weak class recently, and all their other cards that have been revealed have been so weak, I was afraid that priest could have been potentially irrelevant in the new meta, hopefully this card keeps them in the game.
If you don't put the sarcasm tag there will be surely people that think you're serious.
I seriously worried that this card is too strong in combination with Cabal Priest. Someone said that is a 2 pieces combo (3 if you count that you must have a dragon in the hand), but it's still not so difficult to pull off and then nobody can play a powerful minion at turn 8 without risking to lose the game. Against a turn 8 Lich King for example, the priest ends his turn 9 with a 2/8 Lich King, a 8/4 and a 4/5. A game changing swing that doesn't look like requiring much skill
The only bad news is: Priest will be still popular, and Duskbreaker will have a field day with that spell (they will wait for it). Otherwise, love the card.
On the other side, you can use it to quickly get back to the board AFTER a Duskbreaker
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
So you are telling me you need a perma 5 life cap to compensate for a weapon that heals 4 hp and does 8 damage?!? I dont think the it should work like that at all. - If you are on the losing side you already have something to heal with both of those cards. Taking 5 damage by turn 4 is not an uncommon case. A new 1 drop for paladins would be cool but just look at all the divine shield minions in each set and expansions - they are pretty consistent
Truesilver is a great weapon, full stop. I'm only talking about how healing works in Hearthstone (in many other card games you can heal above your starting value). The way it works here however make it useful only if you are on the losing side. Against rogue this may work to use an healing strategy to stabilize an uneven fight (but counting on comebacks is very risky in this game) but against Priest and Druid (pretty common on the ladder I daresay) they may as well do 0 damage to you and contain the board until they can crush you with no chances for comeback. Meanwhile you have tried to put pressure on them with minions that are not exactly fit for this task.
I find kind of hilarious that in the same expansion where Team 5 seems to be pushing the dudes archetype with some questionable cards they also give to the priest class a card that annihilates the archetype. Have fun spending your turns drawing 1 cost 1/1...
What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.
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The difference is that the mana wyrm only grows for spells played by the owner, while the Secretkeeper doesn't restrict who is playing the secret (it doesn't even mention the word player).
Still, we will only know for sure when we can play the card or Blizzard speaks out, as it wouldn't be the first time that the behaviour of a card is decided based on balance purposes.
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The card by itself is very good if considered in a vacuum. However, healing is only good when you have a slow but reliable win condition, which at the moment control Paladin lacks
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"If Warlock is a big problem after people have some time to adjust and tune the new decks then we will look into it."
Considering Blizzard speed in taking action I guess he is talking about Feb 2019, two months before lackey, weapon and dark pact rotate to wild :D
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I understand that Blizzard is a small indie company with limited resources, but by now they should have fixed it, no?
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Today Psychic Scream has been revealed...
I find kind of hilarious that in the same expansion where Team 5 seems to be pushing the dudes archetype with some questionable cards they also give to the priest class a card that annihilates the archetype. Have fun spending your turns drawing 1 cost 1/1...
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What we need now is a decently stated 1 or 2 drop that permanently increase the maximum life by 5 (without healing) so that we can get value from truesilver and the genie right away. Otherwise it will feel weird to take damage even if we can avoid it just to make use of these cards.