This card is absolutely ludicrous. I just watched a rogue draw 15 cards in a single round due to this card and others in order to find a sap and still have the mana to play the sap that turn, enabling them to deal 16 damage to face, rather than their minions dying to my taunt with divine shield. It is damn near a 1 cost Zephrys for them at this point, without needing to have no duplicates in deck. How the HELL does this card only cost 1 mana.
I feel you! Drawing is one of the strongest mechanics in the game. It is silly that such a blatantly overpowered card exists. It isnât any fun to watch someone comb through nearly half their deck with little repercussions.
Card is one of the few tier G cards ever made for godmode in the same camp as undertaker, the caverns below, and baku. In addition you can make the case its the best card ever made.
The card is perfectly fine and working as intended. It is what allows rogues to play that aggro style. It was designed for it. It is an epic card as well. There are also lots of different variations and styles, It is no longer a situation of every rogue player playing the same galakrond control list.
a âdone untilâ thread âŚby a very low post count thread
is really odd how often this happens
ever notice how easy it is to find rogue players
You donât need many words or paragraphs to make a point. This game is that simple, the issue that blatant, not many words are needed by the OP to communicate this issue.
Silly you are.
didnt you notice there is always 2 or 3 active threads about same card when they make a thread like this one???
Its fine and balanced. Rogue is supposed to have access to any answer in their deck while this card is in the game thatâs why it costs 1 and digs 5. What you describe is exactly what they intended by releasing this card to live.
I played a lot of galakrond rogue and priest over the summer, but as I got both bundles this expansion, (a friend gifted me one) I have all of the cards except 7 legendaries in this set.
I have played a lot more warlock and demon hunter than rogue this expansion. And I got to legend this month with the paladin deck which I really havent played much since.
You people complain about every card and class on these forums, nothing is fair apparently. This isnât another DH situation with six rounds of nerfs.
What decks and class are you using against rogue? Soul DH hard counters them pretty good along with priest and warrior
holy crap
they literally print 1 mana draw 5 card and people are like âyup itâs balancedâ
holy crap
It is balanced according to this yearâs expansionâs power level.
Is it balanced? No.
Is it balanced compared to other top tier cards in the expansion. It is. It makes Rogue fun and a threat at all turns during the game. With Galakrond nerfed, this feels like the right spot for rogue. Little RNG and more control or aggro play.
Iâm done until something gets done about frost mage. Completely unplayable against.
i seen it played a couple times in wild, nothing really happened. i must have been lucky.
Its not exactly 1 mana draw 5. You canât build a combo deck with it because you would throw back combo piece then draw a new 5 card hand. A true draw 5 you would have access to all the options not just a random 5 off the top. What is fine and balance is the intent of the card to let Rogue dig through their deck to find an answer which is how it was used against OP. The Rogue is their example dug through the deck to find a Sap for lethal not like how its actually used to agro down and refill where the card function as the 1 mana draw 5 everyone claim it to be.
The more threads the better. This card is ever so clearly OP. And you should discuss this playerâs point and not his decision to make this topic, in my opinion. Itâs like ignoring what he or she had to say and simply attacking their decision making or what have you.
I keep seeing poor comparisons such as this one.
Thereâs a reason you arenât there designing the cards.
People who claim Secret Passage to be equal to draw donât actually know the function of draw to begin with. So letâs spell it out to make it understandable to those who think 1 mana draw 5 is balanced when it really isnât.
The purpose of draw is to fish for resources, to hasten the thinning of a deck, or to keep a reserve of cards for future plays.
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Functionally, Rogue does 2 of the 3. Fishing for Resources is one. Playing Secret Passage physically draws you 5 cards that are in your deck. You play this on the occasion that you are holding cards that are situationally useless, you get five new cards to choose from. That is drawing 5.
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Thinning the deck is 2. Any deck that draws, such as MechaThun Warlock, is doing so to thin a deck. For Kingsbane Rogue, essentially you are doing the same. While you arenât necessarily able to hold the pieces, you are still able to play cards from your deck onto the field which lessens your total pile of cards.
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Third is holding resources. Now technically you cannot do that with Secret Passage, however you are able to keep any card you generate or draw during the Secret Passage phase. Cutting Class drawing during the Kingsbane phase means you essentially reserve 2 cards for the next turn in addition to whatever cards you cycled out before playing Secret Passage. So while this card alone cannot be a function of holding resources, that cost is skirted by common synergy and autoincludes. Cost is moot here.
Another thing to look at is the context of draw. Draw in function serves differently depending on the deck type.
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Fishing for Resources definitely helps with any and all decks, but we see this most beneficial for decks and cards that dump the hand. As such, decks that are aggressive naturally benefit off of this the most. For Rogue, aggressive decks are within their blood. Keleseth, Odd, Kingsbane, Stealth, those are all tempo based aggro Rogue decks. Here Secret Passage thrives within this archetype, because cheap aggressive minions are easy to dump. Voracious Reader and Secret Passage both circumvent this problem, providing cheap, flexible, and easy to play solutions.
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Thinning the deck happens to be a service for most combo decks. Rogue doesnât happen to have a need for deck thinning in Standard, but being able to thin the deck really isnât a problem except for Fatigue. In this case, this card again serves no negative impact, but for specific decks this is beneficial. Since Fatigue itself is not a problem for aggro, there is no cost here. Malygos, Miracle, and a few fringe jank combos are the few irrelevant decks that may be punished for using Secret Passage. But fortunately, most top meta Rogue decks within the last couple years are tempo and aggro based. So whatever cost of thinning the deck was mentioned, it is contextually moot.
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Holding Resources is typically a function for control and combo decks. Fortunately for Rogue, control has never been an archetype to rely on. Thus that cost is not even relevant. Combo is left to Malygos or other fringe decks. Here Secret Passage does not serve a purpose. However there is an instance where combo does benefit, and that is MechaThun Rogue which requires Secret Passage to empty the hand. Here is a unique example in which combo actually benefits from a mechanic that normally would hurt it. Another thing to consider here is the synergy in which other cards played during Secret Passage actually does let players. Again, Cutting Class letâs you keep cards. Generating spells or pirates letâs you keep cards. In any situation that you generate cards, you are actually able to hold resources, thus skirting the downside that many people are saying is the case. And trust me, this happens a lot.
Lastly, letâs associate any possible downsides a normal draw 5 situation would be open to where Secret Passage skirts.
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No possibility for self milling. We see all the time where Overflow in Druid is often played to refill the hand. Many times, however, this is at the cost of milling 1 or more cards due to the uncontrollable nature of drawing a massive 5 cards. Secret Passage in its best days mimics the draw 5 without that cost, as explained by the analysis of aggressive decks using this. In addition, if you play this when your deck is empty, you do not self Fatigue. This opens a small but valid window for players to draw and refill the hand in any circumstance. Hard draw becomes a detriment and dead card if you bottom deck. This is evident for all classes.
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Low Tempo, high Reward. Any good player knows that drawing cards comes at the cost of tempo. In the context of aggressive Rogue decks, spending 1 mana to refill the hand is a very low cost of tempo compared to aggressive decks that rely spending 2-3+ mana to refill the hand. Because one mana is negligible in the mid late game for aggro decks, there is essentially no tempo cost especially for a chance to refill the hand with significantly better plays. Overflow, on the other hand, is very difficult to play on curve for multiple reasons. Tempo is one of them.
Conclusion: we have seen many players try to justify to atrociously low costed card that is Secret Passage. However, through proper analysis and comparison of other cards, I have been able to say with numbers that this card is retarded. Most people who have addressed the costs have done a piss poor job analyzing the card, mainly cause theyâre just salty trash Rogue players who are too dumb and/or blind to see powercards in a vacuum as well as justify the use of the card because the rest of their class is trash.