While many of you weren’t playing in those days, Secret Paladin was an absolute menace on the ladder late into 2015. Paladin already had a strong Midrange shell back then, boosted by the fact that it could fill the blanks in its curve with powerful Neutral cards (Piloted Shredder, Sludge Belcher). But the card that made Secret Paladin was definitely Mysterious Challenger. Drawing and playing 3-5 Secrets from your deck immediately was well worth the 1 stat point it had to sacrifice over the vanilla Boulderfist Ogre. The card was underrated at first, because Paladin Secrets were a joke before, but after that, no one laughed anymore when you said “Secret Paladin”. Even though the deck’s dominance stopped with the first Standard year (which was roughly 3 years ago), people still remember it and fear the day when Secret Paladin might come back to the ladder. Is that time now? I doubt that it will be as good as it was back in the day, but I think that the deck might actually work again.
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20191
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20191
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20191
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20192
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20192
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20192
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20192
- 0Aggro Secret Paladin Theorycraft Deck List – Rise of Shadows – April 20192
- 1Autodefense Matrix1
- 1Hidden Wisdom1
- 1Never Surrender!2
- 1Redemption2
- 1Repentance1
- 2Mysterious Blade2
- 3Commander Rhyssa1
- 4Bellringer Sentry2
But as you can see above, the deck looks nothing like the Secret Paladins of old. The thing is, TGT/LoE builds were Midrange, and this is Aggro. Why? Because we don’t have all of those amazing on-curve plays, nor Mysterious Challenger. Right now, the best Secret synergy cards are cheap. They can snowball early game, but they also fall off in the mid/late game. That’s why in order to take full advantage of Secret strategy, you need to go fast.
And they pay-off looks really promising. We have three new cards in total – two Paladin and one Neutral. Starting with the Neutral one, as long as you Control a Secret, Sunreaver Spy is a 2 mana 3/4. That’s a Totem Golem without Overload. And Controlling a Secret in this deck is not really that difficult, given how many you run and pull out of your deck all the time. Good thing about this card is that it’s playable even if you don’t trigger it – a 2 mana 2/3 on Turn 2 is definitely better than just passing in an Aggro deck. It can also lead to amazing snowball, like Turn 1 Secretkeeper, Turn 2 Secret + Coin + Spy. You end up with a 2/3, 3/4 and a Secret on the board on Turn 2 – very difficult board to deal with (it’s even better than an old Tunnel Trogg into Totem Golem opening, but you need a Coin). The second pay-off card is Mysterious Blade, which refers to our favorite 6-drop in name. And this is basically a pre-nerf Fiery War Axe that was turned into a balanced card. Normally it’s a 2 mana 2/2, a bad weapon. But if you Control a Secret, it’s 2 mana 3/2, basically the best 2 mana weapon stat-line you can have. You can either use it to deal 6 damage to the opponent (for just 2 mana!) or control the board early in faster matchups. 3 attack is important, because a lot of the popular 2 and 3-drops have 3 health.
But probably the most interesting one is Commander Rhyssa, a new Paladin Legendary. With an aggressive, vanilla stat-line and a powerful effect on top of that, she can really push that deck forward. She can give you a lot of tempo – like revive a minion twice with Redemption, summon two 2/1’s from Noble Sacrifice, draw 4 cards with Hidden Wisdom or even give your entire board +4 Health thanks to Never Surrender!. While she does not affect Autodefense Matrix or Repentance, the other four are enough. If your opponent can’t kill Rhyssa on the board and you have Never Surrender up, then she turns into a 4/7, making her a nightmare to remove so early.
Other, older Secret synergies are Masked Contender – a cool 3-drop in Secret decks, Bellringer Sentry – which is basically a mini-Mysterious Challenger (not that powerful, but it comes down on T4, which is nice) and Subject 9 – a good mid game refill. Those three are the main reason why you run 9 Secrets in total. You see, 9 Secrets might seem like a huge overkill, because they don’t scale that well into the late game. But the thing is, you won’t likely have them in your deck anymore by the late game. With all of those cards pulling them from your deck, you shouldn’t run into a problem of getting flooded by the Secret top decks later in the game.
Since the deck is rather aggressive, I’ve decided to put King Mukla in a 3-drop slot. It’s proven to be working well in fast Paladin decks. Slower decks rarely have a great way to use Bananas in the mid game (since they’re focused on removing your board instead of developing) and a tempo you get from a 3 mana 5/5 off-sets the issue in faster matchups. Even if they use two bananas on their 2-drop or even better a 3-drop to kill your Mukla, it’s still a tempo win for you (since they have to pay mana for them). For a similar reason, the deck runs Leeroy Jenkins, which is meant to be a finisher. Between weapons and Leeroy, you should be able to close out some games when your opponent is at 10+ health even if they no longer let you stick any minions.
And final matter – card draw. Normally I would slam AT LEAST one copy of Divine Favor into it, probably even two. But it’s no longer possible in Standard, since the card will rotate to Hall of Fame. The deck will run out of steam very fast, so it might need some sort or refill to stay in the game. Hidden Wisdom and Subject 9, which I’ve already talked about before, are solid at giving you some more steam, but Hidden Wisdom depends on your opponent to trigger it, and Subject 9 only draws Secrets. That’s why I’ve decided to add two copies of Loot Hoarders as extra 2-drops. I thought about Knife Jugglers, but to be honest, Jugglers don’t have a lot of synergy in this build (you’d need to also add something like Hench-Clan Hag). Hoarders have really good synergy with Redemption too. But if they won’t turn out to be necessary, I’d probably replace them with a higher tempo 2-drops. Depending on the meta, Amani Berserker or even Upgradeable Framebot (in a meta with lots of 1 health minions in the early game) might be decent options.
Overall, whether the deck will work or not will obviously be a meta call, but from what I’ve seen during the pre-release games, it can REALLY snowball hard during the first turns, but it falls off in the mid/late game. But maybe if an aggressive build won’t work, there will be a way to build it a bit slower. We’ll have to wait until the expansion hits to playtest everything, but for now, I’m happy with how this deck looks.
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It seems weird to have Subject 9 and Bellringer Sentry in the deck, I feel like it would be one or the other because of the negative synergy. Same thing with the masked contender but that they were both ran in secret hunter so I don’t know for sure
You need to keep one thing in mind – it’s an Aggro deck. You will want to close out most of your games around, I don’t know, Turn 6-8. If you went for longer games, then the negative synergy (pulling out all Secrets from your deck) would come relevant more often. But in reality, given the length of your games, you will rarely run out of Secrets in your deck. Of course – there will be games like that, but they should be a minority, and the number of games you win by having more ways to put Secrets “for free” on the battlefield should overshadow them. In theory, at least.
E.g. old Secret Paladin usually played enough Secrets to fuel only a single Mysterious Challenger. The second one often didn’t pull ANYTHING from the deck. That’s because in your average game, you didn’t get to play both of them anyway.
It will require play testing, but Subject 9 might be cut from the deck after all, because it might be too much. It’s really difficult to know without actually playing around with the deck for a bit.
Just note that Commander Rhyssa will not res herself twice with redemption. Source: Trump Hearthstone
That’s correct, which is kind of obvious (she’s dead already when Redemption triggers, so her effect is no longer active) – but any other minion that will die will revive itself twice. It can be quite interesting with Noble Sacrifice, for example. If you have her + Noble Sac + Redemption, when someone attacks, you will get a 2/1 blocker, then another 2/1, then when 2/1 blocker dies it revives twice. So you end up with a blocked attack AND 3x 2/1 on the board!
Maybe add the new Faceless Rager as 3-Drop…
Could be an option after “never surrender!” boosted your minions on board.
I am looking forward to this deck on day one, but the question for me is, i can afford to only craft, rhyssa and 1 more legendary, and probably i will craft subject 9, so in theory, do you think there is a replacement for King Mukla?(P.S. i know that there is not enough play test to confirm yet, so it’s fine if the answer will be to wait)
Probably another aggressive card like wolf rider or something. I would say acolyte but it feels way too slow
King Mukla is not a key card in the deck, you can easily replace it with another 3-drop. While not the most optimal, I think that Scarlet Crusader could actually be a nice option, because it works very well with Redemption. Stealth minion such as Jungle Panther or the new Hench-Clan Sneak can be okay too – they are almost guaranteed damage and your opponent can’t pick a trade in the early game. I think that Hench-Clan sneak would be better, since it trades better into 2/3’s and doesn’t die to 2 damage AoEs. You can also try out Ironbeak Owl – I didn’t add Silence to this theorycraft, because I have no clue how the meta will look like and whether it will be necessary. But it might be a good addition if you will run into a lot of Taunts (pushing those last few points of damage through Taunt can be important).
Plus, I would advice you to wait before you start crafting cards. Rhyssa is a very powerful card, that’s for sure, but if the deck will turn out to be weak in the meta, she will be useless (since her effect works ONLY in Secret Paladin). I always say to give the meta 2 weeks before crafting stuff, and if you aren’t very patient, at least a week. I know what I’m talking about, since I craft A LOT Legendaries early for the playtesting sake (to write guides etc.) and then half of that turns out to be useless.
thank you
I would definitely wait a few weeks. There are other aggro decks upcoming too (druid, warlock, shaman).
I agree and we don’t know if secret paladdin will be available in future meta, it seems fun but i dont know if its the best aggro deck to go legend