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hs-secret pally


.:pyramid:.

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18 Spells

2 competitive spirit

2 noble sacrifice

2 redemption

2 repentance

2 avenge

2 muster for battle

2 divine favour

2 consecration

2 truesilver champion

12 Minions

2 secret keeper

2 shielded minibus

2 hunted creeper

2 knife jugger

2 quartermaster

2 mysterious challenger

 

Used this at the end of last season to get to rank 3 from 12. And made a few changes (mainly the adding of quartermaster, consecration and truesilver).

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You definitely do not need that many secrets, even though you are playing the Secretkeepers. I know that the point of the deck is to have a bunch of secrets to play off of Mysterious Challenger but adding so many creates so many poor openers that you'll concede if you open more than 1 secret in a lot of games without Keeper. Divine Favour doesn't make a huge amount of sense if you're playing top end like Truesilver, Consec, Mysterious and Quartermaster at more than 1.

 

You'd probably be better cutting some of this stuff down so that you can add in some better midrangey options like Shredder/Belcher and an Owl or two would definitely help the deck push damage through a lot better. Also stuff like Tirion, Boom, etc definitely wouldn't hurt.

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I did try playing less secrets but i felt it lost me more games because I wasn't able to get five secrets on the board on turn six which pretty much puts you in control. As long as I get either secret keeper or creeper in opening hand it doesn't matter how many secrets I draw early as it always gains me early advantage. I did originalyou have shredder in but found truesilver works so much better because it controls the field better. Bleacher may be an option however I wouldn't know what to drop because quartermaster works so well. I'm inclined to agree about divine favour as I rarely play it on curve ( I normally mulligan if I have challenger in hand ) and it's dead v aggro but I do get normally 2-3 draws

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