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[–]BetaKeyTakeaway 311 points312 points  (74 children)

[–][deleted] 23 points24 points  (19 children)

Wow that shade is so broken. It's like a questing adventurer you can't kill.

[–]Bombad 16 points17 points  (10 children)

At least it grows more slowly.


Yeah, I'll be interested to see if my prediction pans out.

[–]Bombad 11 points12 points  (8 children)

I don't think it's that strong. It looks broken at first sight but the most likely result is that you will play it, it will do nothing for several turns (which is really bad), attack once, and get killed the next turn.

But maybe I'm wrong.

[–]Machuell 14 points15 points  (4 children)

If nothing else, it's a 3/3 for 3 that has stealth. I have a feeling there will be a lot more silences run once Naxx hits.

[–]asdfsauce 2 points3 points  (1 child)

I think it could be cool for Priests in arena. You get to choose when and what to attack, then you can heal it back up. It's one of the reasons I like the Stranglethorn Tiger a lot as priest.

[–]Jefrejtor 12 points13 points  (28 children)

I'd like to ask for some updating here: what is this Naxxramas, and why does it bring new cards with it?

[–]_Pheel_ 82 points83 points  (20 children)

Naxxramas is the upcoming new content for Hearthstone based off the World of Warcraft raid. You can find out more here -http://us.battle.net/hearthstone/en/blog/13665269/beware-the-curse-of-naxxramas-4-11-2014

[–][deleted] 178 points179 points  (14 children)

This is the 3rd time they've released naxxramas. Lazy bastards.

[–]BevansDesign 102 points103 points  (11 children)


WoW Classic, WoW WotLK, TCG, and now Hearthstone.

[–][deleted] 40 points41 points  (8 children)

I thought TCG just released Spectral Tiger and 400 miscellaneous cards.

[–]Netzty 11 points12 points  (6 children)

actually, the spectral tiger was released with the set outlands, naxxramas was a seperate "raid" set, allowing you and another number of players to compete against the raid leader (player in control of the dungeon). Other ways to obtain the spectral tiger was through other specials sets (X-mas set, archive set, Reign of fire set (the final set to be released before it was discontinued)) or through earning high rankings in mayor competitions. All in all, the TCG game ran for 7 years and a good number of special releases.


[–]lolgalfkin 1 point2 points  (2 children)

If you place a "\" before your "#", the # will show up properly at the beginning of a line.


[–]BChopper 15 points16 points  (1 child)

Single player PVE mode. It is like the tutorial, but more content. You unlock new cards by defeating bosses. The dungeon will be released weekly over the course of 5 weeks (5 wings), the first wing is free, all others will cost gold/money to unlock (pay once, unlock forever, price still unknown).

[–]cdcformatc 7 points8 points  (2 children)

Naxxramas is a raid instance in World of Warcraft. Curse of Naxxramas is the first "expansion" to Hearthstone and includes a single player adventure mode where you play against the bosses of Naxxramas. The cards are rewards for defeating the bosses.

[–]imasunbear 0 points1 point  (1 child)

Sorry, I just started playing Hearthstone so I'm still not clear: Is this a new play mode along the lines of Practice and Arena?

[–]cdcformatc 2 points3 points  (0 children)

Yes, it is a new play mode called Adventure. It is a single player game where you play against AI controlled boss opponents. There are to be 30 new cards and beating the bosses unlocks those cards for use in the other modes. I think the new cards will be available to everyone in Arena whether you have finished Adventure mode or not, but I can't find the blue post that says that.

[–]Anbooster 96 points97 points  (6 children)

T1 Wisp + Wisp + Avenge
New meta

[–]Tree_Boar 14 points15 points  (3 children)

Infinite value!


Well, one mana cost.

[–]Stormholt 5 points6 points  (0 children)

Fear the wisps

[–]GustavLeander 71 points72 points  (29 children)

April 23rd: Poison Seeds

April 30th: Avenge

One week between, it could be one card per week until Naxx, that would leave 7 more weeks, 49 more days, so like June 18th if I did my math correctly? Doesnt seem too out of place.

[–]RaxZergling 13 points14 points  (25 children)

For those saving gold for the upcoming expansion (Naxxaramas wings): If you average 60g a day that's almost 3,000 gold in 49 days.

[–][deleted]  (15 children)


    [–][deleted]  (3 children)


      [–]sgasph 1 point2 points  (2 children)

      I've limited myself to 1 arena a week until release and save the rest of the gold. I really don't see me needing the 4k gold come release (especially with a week between each new wing), but I want to have extra cash for arena to try out the new cards and maybe buy some packs if I can't get all the new cards from adventure mode.

      [–]TwoHeadedPanthr 233 points234 points  (200 children)

      Another Pally secret that would be much improved by being able to trigger on your turn. Still this is 10 times better than the rest of the Pally traps.

      [–]devotedpupa 107 points108 points  (124 children)

      Turn 1-Play some random BS.

      Turn 2-Play Leper Gnome and Avenge

      I you are against a mage/druid/rogue, you get crazy value.

      [–]TwoHeadedPanthr 110 points111 points  (32 children)

      Worgen Infiltrator is going to be a hot commodity for Pallys.

      Edit: I bet we'd start to see more things like Arcane Explosion and Forked Lightning being played as an early counter to that combo.

      [–]flipmattic 78 points79 points  (31 children)

      shield bearers inc

      [–]Wesselch 148 points149 points  (15 children)

      3/6 Shieldbearer THE DREAM

      [–]Randomd0g 321 points322 points  (11 children)

      Congratulations! Your shieldbearer evolved into... FENCREEPER!

      [–]Fanytastic 63 points64 points  (9 children)


      [–]annul 35 points36 points  (8 children)


      [–]cavespro 23 points24 points  (0 children)

      angry chicken the dream

      [–][deleted]  (12 children)


        [–]Kandiru 39 points40 points  (8 children)

        Get Down!!!


        [–]hoorahforsnakes 12 points13 points  (7 children)


        that's actually brilliant, yo play a card, then both those traps together

        [–]toolnumbr5 3 points4 points  (5 children)

        Turn 1: Avenge. Turn 2: Shield bearer + Get down. Turn 3: 3/6 taunt ready to go.

        [–]wilerson 25 points26 points  (3 children)

        Opponent's turn 2: Flare

        [–]somewhatalive 3 points4 points  (0 children)



        Turn 1 Secret Keeper coin Get Down, turn 2 Shield Bearer Avenge. Turn 3 Fen Creeper and a 3/4 or a 6/6 behind a wall.

        [–]KungfuDojo 6 points7 points  (0 children)

        Too much Dennis going on here.

        [–]C_Blaikie 0 points1 point  (0 children)


        [–]Kairah 11 points12 points  (54 children)

        Now I gotta wonder what happens when you wipe the board. Does it fizzle or does it just not trigger?

        [–]Content ManagerCM_Zeriyah 64 points65 points  (14 children)

        If you have Avenge active and your opponent wipes the board with a spell, like Flamestrike for example, Avenge won't trigger. It'll hang out and won't be wasted.

        [–]BetaKeyTakeaway 1 point2 points  (4 children)

        So it will only activate if there is a valid target?

        [–]Content ManagerCM_Zeriyah 3 points4 points  (3 children)


        [–]demeteloaf 3 points4 points  (2 children)

        If you have multiple valid targets on board, will it pick a random one?

        [–]Kairah 5 points6 points  (0 children)

        This is my biggest question considering it doesn't say "random" like every other card that means random...

        [–]Content ManagerCM_Zeriyah 2 points3 points  (0 children)

        Yes, it will pick a random valid target on the Paladin's board.

        [–]endtime 5 points6 points  (1 child)

        Wow, so 3/2 of stats for 1 mana with no way to work around it? That seems...strong.

        [–]zehamberglar 2 points3 points  (0 children)

        This is pretty much what just happened. I can't think of many situations that don't involve the late game where you're not going to get value out of this. The ones I can think of involve shadow word pain.

        [–]JesusK 6 points7 points  (7 children)

        What happens if you have a harvest golem and it dies?

        [–][deleted] 30 points31 points  (11 children)

        It'll fizzle. You could probably play Redemption first, though.

        [–]giantsfan97 6 points7 points  (5 children)

        I hope these two cards work like that, it would be a nice combo.

        [–]ManWithYourPlan 0 points1 point  (4 children)

        If redemption is played first, it should work like that right? Wouldn't the redemption effect have to be resolved first?

        [–]Dirtstick 9 points10 points  (15 children)

        I would hope it just wouldn't trigger.

        [–]TwoHeadedPanthr 11 points12 points  (14 children)

        I wouldn't think it would.

        [–]JackYaos 22 points23 points  (13 children)

        According to the text and the way the rest of the cards work, it would.

        "If one of your minion dies" is the condition, not that a friendly minion remains on the board to recieve the buff.

        [–]TwoHeadedPanthr 8 points9 points  (8 children)

        You can't buff a non-existent minion. Unless it functions like Shattered Sun Cleric where it just doesn't do its battlecry. In which case this could be awful.

        [–]JackYaos 29 points30 points  (5 children)

        I think that's the case. The condition is clearly "when a minion dies"

        [–][deleted]  (1 child)


          [–]CatAstrophy11 1 point2 points  (0 children)

          The downside is that it's not a body right when you cast the spell. That's huge and is why Flame Imp has the downside it does.

          [–]toolnumbr5 1 point2 points  (1 child)

          Well your answer certainly makes sense, but there is precedence with misdirection. It won't trigger if there isn't a valid target even when the condition in the text is met.
          Edit: corrected my auto-correct.

          [–]JackYaos 1 point2 points  (0 children)

          True, didn't think of that one.

          [–]kingworms 1 point2 points  (0 children)

          The text says: ''When one of your minions dies'' they include that you must have two minion on board, i may be wrong.

          [–]ignorethisone 16 points17 points  (0 children)

          We call those "spells"

          [–]ZGiSH 30 points31 points  (12 children)

          I feel like it's the opposite way around. They made this card because you can't trigger on your own turn (or they made the trigger change because of this card but that seems less likely.) Seems like they are trying to push the power level of secrets that would otherwise be a bit too strong if you had complete control over them.

          [–]TwoHeadedPanthr 26 points27 points  (0 children)

          I agree, and this would be positively insane if you were able to trigger it.

          [–]HoopyHobo 5 points6 points  (2 children)

          It's probably because of this card that you can't trigger secrets on your own turn anymore. The devs said when they made that change that allowing you to trigger your own secrets was making it hard for them to create strong new secrets for future content.

          [–]CatAstrophy11 1 point2 points  (0 children)

          They could buff the current secrets then that got owned by the change.

          [–]Fluffcake 9 points10 points  (26 children)

          If paladin had the tools to compete for the board early (like turn 1-3 early) without all-in praying for divine favour draws to not auto-lose, this secret would be good, in the current state, it isn't adding much.

          [–]pulandit 19 points20 points  (24 children)

          Turn 1: Argent Squire (opponent pings her)

          Turn 2: Nat Pagle + coin Avenge (opponent kills argent)

          Turn 3: Pagle becomes 3/6 and you play more minions

          (but the bane of most of these Naxx cards would be Silence)

          [–]Fluffcake 22 points23 points  (13 children)

          compare that opening to what a warlock can do, without the risk of running out of cards.

          [–]Orolol 8 points9 points  (12 children)

          Nat paggle still draw cards you know

          [–]Fluffcake 2 points3 points  (11 children)

          pretty sure there is a soulfire with his name on it somewhere, would kill him over a squire any day.

          [–]Fharlion 15 points16 points  (10 children)

          Then the warlock is dealing with a 4/3 divine shield. The best he can hope for at that point is a 4 for 3.

          [–]Randomd0g 9 points10 points  (0 children)

          I've noticed that at least 2 silences are going to be staples in any deck once this expansion is out.

          Owl especially is going to see a huge jump in popularity as it's so cheap.

          [–]NaturalBornChilla 3 points4 points  (1 child)

          Agreed.Which still doesn't make it good :D

          It doesn't change anything about the major flaws of the Paladin class as a whole...which is no reliable early minion.Yes the rulez and the Argent Defender are great but they don't work just on their own..you can't make plays with them,only react.Or in case of the Argent you need a 1 drop which only aggro paladins tend to have. This secret doesn't change anything about this. =/

          [–]syllabic 1 point2 points  (0 children)

          Yes, this is a terrible card. It gives your opponent the opportunity for a 2-for-1. All it does is very slightly adjust combat math. Buff spells are only good when you can use them proactively and at least force a 2 for 2 like with blessing of kings, attack a guy, force them to use another removal spell or guy to kill your buffed guy.

          Nobody will play this in serious decks because it gives your opponent an easy and straightforward opportunity to get card advantage.


          What if you had this and Redemption in play? Assuming you played Redemption first, and there was only one minion in play, wouldn't the minion be resurrected and then given the buff?

          [–]crosbot 35 points36 points  (1 child)

          some amazing scarlet crusade value here.

          [–]toolnumbr5 3 points4 points  (0 children)

          Some amazing flare value here.
          Seriously, pally is already weak to Hunter and they give him another secret?


          If played in that order, it should work.

          [–]TwoHeadedPanthr 2 points3 points  (0 children)

          I guess it would depend on the order the traps were played?

          [–]pulandit 13 points14 points  (1 child)

          Looks better suited for Divine Favor aggro Paladins that flood the board with low-mana creatures going for face.

          [–]Snoo DesignerTokenofhon 42 points43 points  (58 children)

          turn 1 coin random 2 drop, turn 2 drop GET DOWNNNNNNN and avenge, profit?

          Cool idea, still super situational. For instance, if a minion dies but theres no friendly minions up, does its effect still trigger and do nothing, or can it only trigger with another minion up?

          [–]lukeatlook 51 points52 points  (26 children)

          Even without coin, turn 1 secretkeeper, turn 2 GET DOWNNN + avenge = 3/4 Secretkeeper (good luck finding 4 damage removal at turn 2), once something attacks Secretkeeper goes 6/6 before turn 3 even starts.

          [–]Snoo DesignerTokenofhon 24 points25 points  (1 child)

          The paladin dream xD

          [–]Tree_Boar 7 points8 points  (0 children)

          Secret keeper new meta

          [–]makoivis 10 points11 points  (16 children)

          (good luck finding 4 damage removal at turn 2),

          not a problem for rogues

          [–]Monetep 5 points6 points  (0 children)

          Magma rager now viable.

          [–]Gasparde 0 points1 point  (0 children)

          Warrior says hi.

          [–]stagfury 10 points11 points  (21 children)

          Imagine if that 2 drop is amani berserker

          [–]TwoHeadedPanthr 45 points46 points  (18 children)

          Fairie Dragon, big 6/4 that can't be targeted by spells. Scary, scary.

          [–]Snoo DesignerTokenofhon 0 points1 point  (1 child)

          Would be sweetsauce from there, 5/5 with enrage? thanks bruz

          [–]stagfury 10 points11 points  (0 children)

          Or better yet, Angry Chicken. + Avenge!

          [–]sohvan 5 points6 points  (6 children)

          When your 2 drop gets a Soulfire, Wrath, Backstab, Lightning Bolt, etc. in the face, your Avenge will most likely fizzle without giving benefit to anything.

          [–]Poobslag 1 point2 points  (4 children)

          I heard that Noble Sacrifice doesn't trigger if there's no room for a new minion -- I wouldn't be surprised if similarly, this new secret doesn't trigger if there's no valid target.

          [–]sohvan 0 points1 point  (2 children)

          It's possible that it'll work like that. I don't think we'll know for sure until the card comes out or one of the devs clarifies.

          While it's impossible to summon an 8th minion like Noble Sacrifice would, it is not impossible to buff a random minion on an empty board.If I recall right, Master Swordsmith still does his buffing animation even if he's the only minion on the board. So that card's random buffing effect does activate even if there are no valid targets at least.

          [–]Poobslag 0 points1 point  (0 children)

          Yes, but battlecries and end of turn effects work differently from spells and secrets. You can always cast minions, even if their battlecry or effect has no legal target. You can never cast spells or trigger secrets if their effect has no legal target. You can cast Ironbeak Owl on an empty board, but you can't cast Silence.

          The game is 100% consistent about this, and I'd be baffled if this new secret broke that rule. It would be the first spell to do so.

          [–]Kychu 0 points1 point  (0 children)

          And then the buffed minon dies to Flame Imp, Earth shock, Wrath, Smite, Frostbolt or whatever and you burned 3 cards, enemy burned 1.

          [–]bunp 25 points26 points  (27 children)

          blizzard's attempt to give paladins better turn 1-3 i guess. 3/2 seems like a lot at first but i think it will just set you up for 2 for 1s especially since you cant trigger it on your own turn

          [–]fuzzylogic22 54 points55 points  (20 children)

          It also indirectly buffs noble sacrifice since you won't always know it's that anymore.

          [–]lukeatlook 32 points33 points  (18 children)

          Not to mention the usage of Noble Sacrifice with that secret.

          [–]sohvan 26 points27 points  (15 children)

          If you have two secrets up, then it's even more obvious what they are. That's the problem with having most of the Paladin secrets being trash. Makes it really obvious to the opponent what to expect.

          If you compare it to something like Mark of the Wild, Avenge doesn't look that good. In comparison Avenge does cost 1 less mana and gives 1 more attack, but it's also not controllable, doesn't give a benefit on the turn it's played, doesn't give taunt, requires two minions on the board instead of one, and your opponent can avoid activating it or make it fizzle entirely with board clears.

          Fairly underwhelmed with the card.

          [–]mdk_777 1 point2 points  (8 children)

          It is obvious, but still a pretty strong combo if done properly. Get down soaks a hit from the intended target and then dies letting you buff something on the board.

          [–]Mizmata 109 points110 points  (23 children)

          Expectd something that will make pally viable... got another secret

          [–][deleted] 36 points37 points  (13 children)

          Another entirely random secret, because there aren't enough of those already.

          [–]Toastmold 8 points9 points  (5 children)

          If this is not random then it would let you dilly dally with choices on your opponents turn. Not sure Blizzard wants you to be able to do that.

          [–]demeteloaf 2 points3 points  (4 children)

          Yeah, i'd be interested to know how this works.

          It specifically doesn't say "random minion" so that implies some sort of choice. Do you have to choose which minion will be buffed when you play the card? What if that minion dies first?

          Or do you interrupt your opponent's turn to choose which minion to buff. And if so, do you have a timer? 5 seconds? Or is it in fact a random minion after all...

          [–]CatAstrophy11 6 points7 points  (2 children)

          You're taking way too much stock on putting too much stock in the very specific wording on the card text. Blizzard is extremely inconsistent with their wording for mechanics that are exactly the same between cards. They don't seem to have a standard yet like MTG where you will always see the same combination of words to describe a certain action.

          It makes way more sense (Occam's Razor) to expect that Blizzard is going to stick to their core values (no action on opponent's turn) and that it will work the only way it can when sticking to that core value, which is a random available minion. If it fizzles with no minion could have gone either way, but a blue comment on this reddit post confirming that it does not fizzle with no minions on your side of the board (it just doesn't activate).

          [–]lazyl 1 point2 points  (1 child)

          putting too much stock in

          [–]TheArche 2 points3 points  (0 children)

          Its certainly random. All those alternatives don't make sense on the game or break hearthstone a already streamlined mechanics.

          [–]MunQQ 7 points8 points  (0 children)

          Hogger + this

          the dream


          Today is a good day for justice to demand retribution.

          [–]Pollution15 7 points8 points  (3 children)

          I can certainly see this working in aggro and maybe mid range paladin decks. However this is no where near as strong as the revealed druid card. Maybe the neutral cards will give paladins the boost they need in constructed but I'm not hopeful after seeing this.

          [–]Ratt 6 points7 points  (0 children)

          I feel there is a lot of combo potential with this card that I haven't thought of yet. Time to brew up some decklists...

          [–]TwoHeadedPanthr 6 points7 points  (5 children)

          Dat Cairne/Harvest Golem value.

          [–]Deezl-Vegas 3 points4 points  (3 children)

          Based on the way Sylvannas triggers, it would whiff.

          [–]TwoHeadedPanthr 1 point2 points  (1 child)

          Sylvanas whiffs depending on the order of play though, for most other spells death rattles usually trigger first.

          [–]PsYcHoSeAn 9 points10 points  (0 children)

          I wouldve really prefered some minion that I can actually play in turn 1-3 or some spell similar to Wrath/Frostbolt that gives us some early game power.

          This secret sounds nice in theory but I doubt that it will find a way into the decks of the players.

          [–]fuzzywhiskers 2 points3 points  (0 children)

          I can see aggro pallies having a field day with this. Dunno if I see a place for it in control, however.

          [–]MaverickJOSH 48 points49 points  (36 children)

          I don't think creating only new secrets will help paladin's condition... that class is just too hard to play in this meta.

          [–]jarkyttaa 18 points19 points  (1 child)

          All additions don't happen in a vacuum. We can't really say anything about the meta until all the new neutral cards and other class cards are revealed.

          [–]lukeatlook 38 points39 points  (7 children)

          Thanks to low mana costs it could be actually viable to run Secretkeepers on Paladins.

          Play Argent Squire turn 1, Secretkeeper+Avenge turn 2 (making it 2/3). If Squire dies, Secretkeeper is 5/5. at turn 3. If Secretkeeper dies (at 3 health, most likely to removal), Argent Squire is 4/3 with Divine Shield. So an Argent Commander at turn 3.

          [–]peon47 9 points10 points  (2 children)

          If Secretkeeper dies (at 3 health, most likely to removal), Argent Squire is 4/2 with Divine Shield. So an Argent Commander at turn 3.

          4/3, no?

          [–]lukeatlook 11 points12 points  (1 child)

          Yup, right. Anyway, this secret is bonkers with X/1 Divine Shield minions.

          [–]nShorty 2 points3 points  (0 children)

          great opener for sure.

          [–]megafilipe 0 points1 point  (0 children)

          yay my golden secret keeper will find use with this new secret, gonna run it along agro deck with divine favors

          [–]lejonhjerta 17 points18 points  (20 children)

          Its not coming out for months meta will probably change, also with new cards it will definitely change.

          [–]lolcats123 2 points3 points  (2 children)

          Yet there are multiple people who ran control pally to legend in the past week or two?

          [–]limluigi 9 points10 points  (0 children)

          Lol, the reason why those posts are popular is just that they are pretty rare, some might say pallys in the meta are a myth.

          [–]Susomoc 0 points1 point  (0 children)

          I think some form of death-deck might work on paladins. Like you pick all the deathrattlers and flesh-eating ghoul and then these death secrets and so on.

          [–]octnoir 5 points6 points  (2 children)

          I see an interesting meta with the two secrets: Avenge and Redemption

          How you deal with Avenge and Redemption are two very different ways. Let's assume on T9, you play argent commander, get a guy and then play your secret.

          If you play Avenge, and the opponent kills the 1/1 token (thinking it's Redemption), it buffs up the Argent Commander +3/+2. If you play Redemption, and the opponent kills the Argent Commander (thinking it's Avenge to minimize the buffed creature), argent gets revived with the divine shield.

          Of course both secrets can be avoided by just attacking face but then you might think it could be noble sacrifice.

          It might be a good time to revisit secrets in Paladin after Naxxrammus.

          [–]TweetPoster 8 points9 points  (0 children)


          2014-04-30 06:00:08 UTC

          “Justice demands retribution!” This new Paladin Secret, Avenge, becomes available in Curse of Naxxramas this summer! pic.twitter.com [Imgur]


          [–]lukeatlook 6 points7 points  (12 children)

          Paladin Aggro Opener


          • 2 Argent Squire
          • 2 Secretkeeper
          • 2 Worgen Infiltrator (or any other unpingable 1 mana drop)
          • 2 Noble Sacrifice
          • 2 Avenge

          Turn 1 plays (going first):

          • Drop the 1 mana creature. Worst case scenario - they coin removal; if it's Squire/Worgen they can't even do that.

          • Set the trap, especially if they don't have a weapon. Avenge is guaranteed not to proc if you have an empty board.

          Turn 2, you throw the rest of the combo - Noble Sacrifice and the other 1 drop. Whatever your opponent's response is, you come out ahead.

          Best opener: Secretkeeper to no response, then 2 secrets, making the elf 3/4 (with a Noble Sacrifice protection). Once Noble Sacrifice procs, Avenge buffs Secretkeeper to 6/6.

          Going second:

          • T1 Coin: if the board is empty, Noble Sacrifice+Avenge. If the enemy can attack, Secretkeeper+Argent Squire/Noble Sacrifice

          • T2: if you can guarantee to have 2 blockers, drop Avenge. When one creep dies (including GET DOWNNNN), the other one gets the buff.

          And so on. Probably works best with Divine Shields.

          [–]Nocturn0l 7 points8 points  (1 child)

          How is this better than Squire + Bloodknight? For 2 cards you get a 1/1 and a 6/6.

          In your case you get a 6/6 for 3 cards.

          How many games will you be able to draw into a 3-4 card combo to play on T1/T2?

          [–]lukeatlook 6 points7 points  (0 children)

          It's better because it's not just one combo. Avenge works with everything in that set (Worgen, Squire), Secretkeeper is just a bonus. Also, the mana cost is lower AND if played right, GetDownnnnn will kill the enemy minion.

          Keep in mind the perfect combo is 6/6 without summoning sickness, unlike Blood Knight's combo.

          [–]ferevon 2 points3 points  (0 children)

          Not activating on your turn hurts though

          [–]AllYourBase3 2 points3 points  (1 child)

          A secret is quite disappointing to me.


          That's pretty shitty. Situational, obvious, and sets up easy 2 for 1 trades for my opponents.

          Feeling majorly disappointed.

          [–]Team KabalDWillows 2 points3 points  (0 children)

          argent squire is now a lot more painful

          [–]xchokeholdx 10 points11 points  (9 children)

          Meh. it probably will fizzle when my only minion gets killed, setting me back even further. if it would create a 3/2, now that would be value... I dont like it.

          [–][deleted]  (5 children)


            [–]AgentStabby 1 point2 points  (1 child)

            I find it extremely unlikely it would fizzle, it would take the secret from kind of bad to completely worthless.

            [–]Lightning52 1 point2 points  (4 children)

            Avenge combined with noble sacrifice could end up being a very good combo

            [–]Lehovron 1 point2 points  (1 child)

            I wonder how this will interact with Redemption when you only have one minion...

            [–]bigtallguy 1 point2 points  (0 children)

            it will probably depend on the order played


            Incoming argo paly? Heavy on low cost divine shields with some death rattle for mana curve(who already did well without this) into a midgame of buff minions?


            Shade of naxxramas + this + blessings + blessed champion = holy shit

            [–]Rephurge 1 point2 points  (0 children)

            I like how they are showing a glimpse of the new cards every week. Slowly leading up to the release of Adventure mode.

            [–]Kuurde 1 point2 points  (0 children)

            Summer still sounds so far away ..

            [–]bobsocool 1 point2 points  (0 children)

            This is a great secret for scarlet crusader/sunwalker redemption. Do I find a way to kill the 1/1 minion to get off redemption or do I kill the crusader to stop an avenge. This makes paladin secret more of a mind game rather than something you can play around by knowing all their secrets.

            [–]TastycakesLol 1 point2 points  (0 children)

            There are 30 new cards, most of which we haven't seen yet.

            Discussing this card is okay, but perhaps saying it's terrible and a disappointment when we haven't even seen what the new meta will look like is jumping the gun a little bit.

            Comparing 1/30 cards to the current meta isn't an infallible science. Plus, aren't cards that have effects on death a big theme of this adventure pack?

            [–]MoppingUpYourSalt 1 point2 points  (2 children)

            Another pally card that requires you to have minions on the board....actually this one requires you to have TWO. sigh. I feel like these people don't understand their own game.

            [–]picklesthecat 1 point2 points  (0 children)

            Paladins need a class card to leverage their cheap secrets in the same vein as Eaglehorn bow and Ethereal Archivist or else secrets will continue to not be viable for them. For instance a card I made up on the spot:

            Scarlet Interrogator. 2/3 for 2 mana : anytime a secret is activated deal 2 damage to a random enemy.

            I also feel like too many of their secrets are flat out worthless compared to the normal card version of the effect.

            Redemption should return a minion back with full health, especially when you compare it to ancestral spirit which is only 2 mana, is targetable, and can be activated on your turn and even then isn't considered a great card.

            Repentance compared to hunter's mark is also pretty striking. Repentence is MORE expensive, way less reliable and hunters already have hard removal while paladins have none. I can't think of any great way of making it actually good without completely changing it. I suppose you could improve it by preventing the minion from activating it's battcry or silencing it before reducing it's hp.

            [–]Nocturniquet 1 point2 points  (0 children)

            Secrets are just too easy to play around and unreliable. The only dangerous secrets would be the Hunter ones, in my opinion. The mage ones are good but cost the most, so it's a trade-off.

            Anyway, I was hoping that they would have something better than this for Paladin to maybe give them a chance if the meta doesn't shift.

            A weak and situational blessing of kings that you can't control and requires you to let a monster die is not going to help Paladin, and going by the 1 card reveal per week means I won't see another paladin card in over a month probably.

            [–]roybringus 1 point2 points  (0 children)

            If I were a paladin player I'd be disappointed with this, after seeing how good the new druid card is.

            [–]bupert 10 points11 points  (10 children)

            I assume you can choose the recipient since it doesn't say a random minion. Is this the first instance of an action a player can take on an opponent's turn then? Is there something in place to keep a player from stalling during the opponent's turn?

            [–]Gavlan_Wheel 54 points55 points  (6 children)

            I'm guessing it will be random. Being able to do any action during the opponents turn is just not Hearthstone.

            [–]t3hjs 7 points8 points  (2 children)

            There are other cards which don't explicitly say 'random minion' but is random


            such as?

            [–]t3hjs 16 points17 points  (0 children)

            Repair bot: "At the end of your turn, restore 6 Health to a damaged character."

            But it's chosen at random

            [–]BetaCarotine20mg 3 points4 points  (4 children)

            Its really bad compared to the other classes traps. Doesnt help that it doesnt activate during your own turn. Paladin gets the shaft again imo :P


            It only costs 1 mana.

            [–]MOONSOVERMYHEMROIDS 3 points4 points  (1 child)

            Agreed. The last thing Paladin needs is another card that requires 1-3 other cards to achieve maximum value. God damn I hate secrets, I would rather have something more predictable like a solid minion or a targeted damage dealing spell..

            [–]It_Just_Got_Real 3 points4 points  (0 children)

            seems strong at first, but then you remember you can't trigger it on your turn, and if you use it early its going to be obvious what it is, and easy to play around, i.e. make it buff a X/1 creature then earth shock or silence it.

            [–]Shoemaster 1 point2 points  (1 child)

            Am I the only one that uses redemption regularly? If it's around in early game, I try to get it triggered on harvest golem since it creates an extra token, and of course late game minions it might make them lose an additional minion to kill a big guy.


            Am I the only one that uses redemption regularly?

            Pretty much, yes.


            Hey, now there might be more than one person who plays Paladin in ranked!

            [–]dragonsroc 0 points1 point  (0 children)

            Turn 1: Avenge
            Turn 2: Nerubian Egg
            Turn 3: BoM+2drop/Abusive Sergeant+2 mana and have crazy board control. Not even a Yeti can put a dent in this board.

            edit: oh wait secrets can't activate on your turn anymore... I guess it's a good thing that change happened. this would be ridiculous

            [–]gilbro7 0 points1 point  (0 children)

            Avenge + Get down = profit

            [–]spidrbrah 0 points1 point  (0 children)

            Aggro Paladin will be even more terrifying now.

            [–]schnupfndrache7 0 points1 point  (0 children)

            3/2 stats for 1 mana sounds really strong

            [–]thavleifrim 0 points1 point  (0 children)

            seems like it would combo well with the 1/1 pally tokens, for the cost it would be decent on anything assuming you had something on the board to buff when it triggered though.

            [–][deleted]  (2 children)


              [–]feetarejustshithands 0 points1 point  (0 children)

              Could this be combo'd with Redemption? Play Redemption first, then Avenge? Noble Sacrifice/Avenge also becomes pretty strong.

              [–]RGodlike 0 points1 point  (0 children)

              Wait, is this supposed to be a random minion, or a chosen minion. The latter would be interesting; do you have to choose which minion when the secret triggers, since that would be the first action you have to do in an enemy turn. If you have to choose the minion when you play the secret, what'd happen when that minion dies first? (Also, this would be the first targetted secret.)
              These problems make it seem like it's random, but then why doesn't it say random?

              [–]pateras 0 points1 point  (0 children)

              I wonder if it is wasted if all of your creatures die.

              [–]wpScraps 0 points1 point  (0 children)

              Since you cannot trigger this on your own turn due to the Secrets nerf, I feel like it could at least be +3/+3. Was this card tuned under the new Secret ruleset or the old one?

              [–]Tirodedef 0 points1 point  (0 children)

              since the text doesnt specify this, i assume this is a minion at my choice and not decided by random?

              [–]wtfBLASTOISE 0 points1 point  (1 child)

              For those of us that can't access twitter atm. What does the card do?

              [–]wiithepiiple 0 points1 point  (0 children)

              It looks like a good secret for aggro paladin. They should have enough minions in play to have it trigger. It also works well with get down.

              [–]Ryan_Ash 0 points1 point  (0 children)

              As I understand the Card is triggered, when a minion dies. But what happens, if there is no minion on the board, that can be buffed? Will it not be triggered then or will the effect be lost or does the Paladin have to buff an opponents minion?

              And if several minions are killed at the same time (e.g. by flamestrike), What will happen in that case?

              [–]rpabst42 0 points1 point  (0 children)

              This can't be as good as it looks. For one, secrets can now only trigger on your opponents turn, and in terms of game mechanics it would be super awkward for the game to stop on your opponents turn for you to make a decision. So it's gonna be +3/+2 at random based on what your opponent chooses to kill... still probably gonna play it :P