Hunter’s secrets can be quite powerful and take a lot of tempo away from their opponent. Hey guys, last time, I shared a Recreational Paladin Deck with you, recently, I constructed a miracle Paladin deck, which works well in the rank. The general strategy is focus on some excellent combos to control board, and rely on the Gadgetzan Auctioneer + cheap spells to supplement hand cards. Rely on the secrets – Noble Sacrifice and Redemption, the Argent Protector, and the Aldor Peacekeeper to protect friendly minions on board. Since blizzard already copy pasted truesilver champion, why not do it the other way with fiery win axe?Paladin needs some sort of early advantadge. Hello, after an inspiration that I got some days ago, I present you my new creation.SeasonRank up in this season was very hard for me, in the first week I was very near to legend with an Aggro Tempo Mage, but then I returned to the low ranks, cause a lot of Grim Wars, Zoos, etc, then I tryed some decks and at last I had success with the Paladin. Congratulations on making it to legend just curious, what would you play if you didn't have Tinkmaster Overspark instead?
No Secretkeeper Also, why no Haunted Creeper, it would seem better with Knife Juggler and does the same job as Argent Squire or Annoy-o-Tron? Hey guys, I’d like to share you with a Divine Shield Paladin deck, which is made by the Force Strategy Gaming on Youtube. With the arrival of Whispers of the Old Gods and game formats, the wiki has switched over to Standard format.
The preferred format for new and advanced players alike, most card lists will from now on only show cards valid in Standard format, making it easier for readers to find the information they're looking for. A Secret is a spell card that is cast normally but has a delayed, hidden effect, which only takes place when a specific event occurs. Secrets can only be activated on the opponent's turn, preventing the player from triggering them themselves.
Each class' Secrets are a different colour: pink for mages, yellow for paladins, green for hunters.
In some cases a Secret's triggering event may occur, but the Secret's effect cannot activate.
The limited choice of Secrets available to each class allows experienced players to logically determine the identity of unrevealed Secrets. While they have special trigger conditions, Secrets are spells, and will activate all spell-related effects. When played directly from the hand, players can have up to 5 different Secrets active at a time.
Multiple Secrets can trigger from a single event, for example a minion attacking the hero will activate all Explosive Trap, Misdirection and Freezing Trap secrets active on that hero at the time. Only one Secret can take effect at a time, and multiple activated Secrets will always take effect in the order in which they were played. If a Secret removes the specific target for another Secret which was already triggered, the second Secret will not take effect, since it now lacks a target.
Note that this rule only applies for Secrets which require specific targets; Secrets such as Explosive Trap and Snake Trap do not require targets, and will always take effect once triggered, even if the original trigger minion has been removed from play.


The following cards have specific synergy with Secrets, such as providing additional effects when Secrets are cast, or destroying Secrets already in play. For cards which have synergy with spells in general, but not specifically with Secrets, see Spell-related. Secrets likely evolved from the cancelled "Combat Tricks" feature, removed early in the game's development. While most secrets were unaffected, some interesting play options were intentionally removed by this change.
This rule was accepted as standard for all Secrets, until nearly 18 months later when The Grand Tournament added a specific exception, in the form of Competitive Spirit. If not busy crafting his music, travelling literally and figuratively, he's just out there somewhere slinging cards by the Hearth. Why bother with that when you can just bring up an image and save your memory for important things, like remembering where you parked your car. Argent Squire helps you curve better especially against face.I would play Blood Knight in this deck. At start, basically, you go to get early board with shields, secrets, argus, coghammer, equality or consecration if needed. The key cards of this deck are secrets, taunt minions, and divine protection, aiming to control board at the early stage.
When a Secret is played, a Secret icon appears on the caster's portrait, but the name and details of the Secret are not revealed to the opponent until the card is activated by its hidden condition. For example, Mirror Entity will copy a Twilight Drake after its Health buff has been applied.
This prevents opponents from guessing the Secret based upon its cost, which is the only information revealed when a player plays a Secret from their own class. This can happen with Mirror Entity and Noble Sacrifice if there is no room remaining on the hero's board, with Avenge if there are no friendly minions left on the board, and with multiple Secrets when a Secret's specific target is removed by another effect, such as a previous Secret (see below). Since each Secret has a specific trigger, players can intentionally test the Secret to attempt to determine its effect, attempt to draw the Secret out with weak cards and actions, or simply hedge their bets in order to minimise its negative consequences.
One player sends a Stormwind Knight to attack the enemy hero, thus activating the opponent's Explosive Trap. For example, a minion attacking a hunter who has played Misdirection followed by Freezing Trap will be Misdirected before then being returned to the controlling player's hand. For example, if Freezing Trap removes the minion which would have been the target of Misdirection, the Misdirection will not trigger, since it no longer has a target. Similar to Secrets, these allowed players with active Combat Tricks who attacked their opponent to play a card on their opponent's turn, disrupting their play. The designers were struggling to give the Paladins a class identity while Rogues already had "a ton a sneaky things" with Backstab, Stealth and Combo effects.
In this respect Secrets are more similar to World of Warcraft Stealth than the Hearthstone Stealth ability itself, allowing the player to genuinely surprise the opponent.
Prior to this, players could intentionally trigger their own secrets, allowing them to make use of them as additional spell effects, rather than counter-abilities.


The developers stated that the ability to trigger your own secrets was preventing them from creating new and powerful secrets, due to being easily triggered by the controlling player prior to this change. Attacking with Stormwind Knight into Explosive Trap, player at 2 Health, opponent at 24 Health. 2014: Added a mention that Secrets can only be triggered on the opponent's turn, and added Avenge to the guide.
2014: Fixed a small issue where we were incorrectly referring to Redemption as Repentance (the content of the paragraph was still correct, meaning that we did not mix up the mechanics, though).
2013: Removed a mention that stated that the Defender created by Noble Sacrifice always dies.
Currently three classes have secrets, I will provide you with multiple ways to preserve your memory and up your Hearthstone game by knowing all the secrets!
There are several neutral minions to deal with early game, I think paladin needs more late game single target removal like an Execute style card.
There are several neutral minions to deal with early game, I think paladin needs more late game single target removal like an Execute style card.There are several neutral minions like chow, ironbeak owl , creeper + buff, to stop the undertakers, but its not consistent enough to rely on.
Keep shields up if possible to play around aoe spells, then you have card draws, like divine favor that is very good if your opponent is too greedy. In such cases, the Secret will simply remain in place without taking effect, revealing itself, or giving any indication that its trigger condition was met. For example, a player facing a mage with a single active Secret may choose to summon a weaker minion before summoning a stronger one, in case their opponent has Mirror Entity, and then attack with the weaker minion first, in case that Secret is a Vaporize. Ultimately it was found that removing Combat Tricks actually made the game more fun, as well as further improving its speed. While removing certain strategic possibilities, this change was therefore intended to allow for the creation of a diverse range of new secrets. In mid game push for damage having also cards to clean board and finishers, that is more or less the strategy.
The game then ends with the Stormwind Knight frozen mid-attack, with the second player still at 2 Health, resulting in a win for the second player. It seems the idea was not wholly abandoned though, since Secrets appear to represent a weaker form of the same mechanic. Repentance is pretty trash.Avenge is the only good one, but even that is pretty easy to play around. On the other hand, Secrets always resolve before the game can end, allowing Secrets such as Eye for an Eye to result in a draw, with both heroes destroyed as a result of the same action.



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