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Secrets by class rather than by rarity?[edit source]

Shouldn't the secrets be listed by class? Many people will be coming here as a reference when playing against a secrets class. It seems that class is a much more important deliniation than rarity. 16:12, 3 September 2013 (UTC)

Repentance is missing[edit source]

The paladin-secret "Repentance" is missing from this page. I don't know how to edit the table, so i can't add it myself.

Are there not priest secrets?[edit source]

— Preceding unsigned comment added by (talkcontribs) 19:57, 23 June 2014‎

As stated on the page, secrets are limited mages, paladins and hunters. Priests can use cards like Thoughtsteal to nick others' though. -- Taohinton (talk) 13:57, 24 June 2014 (UTC)

Paladin Secret "Avenge" is missing from the table[edit source]

As stated, this particular secret seems to be missing from the table. I feel it would be very useful to keep any and all secrets listed on this page, for people like myself who use it as a quick reference sheet to try to guess what to expect of our secret-using opponent.

See Help:Missing_cards. -- Karol007 (talk) 22:24, 4 July 2015 (UTC)

Triggering time[edit source]

Explaining it as "only on opponent's turn, with one exception" IS probably the best way to avoid any mixups. But I just wanted to mention out that the previous description, "event your opponent causes to occur", is technically correct even for the new Secret - after all, your turn only starts when they click the End Turn button :) - jerodast (talk) 04:09, 17 August 2015 (UTC)

Sure, technically, although I'm not sure all players would see it that way, especially if the only thing the opponent did to trigger it was to let the fuse burn down :P Regardless, the "on the opponent's turn" info should have been in the lead section anyway. -- Taohinton (talk) 23:45, 17 August 2015 (UTC)
There is actually a reason beyond technicality that I liked to emphasize the "actions caused by the opponent" aspect of it, which is that it speaks to design intent. The entire reason the "opponent's turn" rule exists is because they wanted the Secrets to respond to opponent actions and not be triggered by the owner. The new Secret still follows this rule even though it doesn't follow the opponent's turn rule. For example the opponent can play around the Secret by killing off your minions before ending their turn to trigger it. This is a great perspective for understanding how Secrets work and why they were designed that way. A holistic approach instead of lists of rules and exceptions.
That said, I still agree being as specific as possible is probably for the best. - jerodast (talk) 02:36, 18 August 2015 (UTC)
I get your point, but it simply doesn't feel that way to me at all. Every other Secret that exists requires the opponent to take an action. That, I would say, is the design intent. Competitive Spirit on the other hand requires no action of any kind. Your opponent could do nothing, and it would still trigger. In fact they could do almost anything without successfully triggering it (as I expect many will as they test for it in future games!). So to me, it feels like the very opposite of a "your opponent has to trigger this, you can't make it happen yourself" design. -- Taohinton (talk) 05:17, 18 August 2015 (UTC)
We just have different perspectives on this then. To me it is very much in the vein of the previous secrets where the opponent is the last person that gets a chance to act before the secret goes off. This is where all the interesting Secret counter-play comes from - the opponent gets to try to figure out what it is and play accordingly. You don't get to just play a secret and set it off immediately. It's obviously true that mechanically it works slightly differently, but strategically it is in line with the philosophy of secrets ever since the end-of-beta change. My previous draft was not phrased all that well, but that was the idea I was trying to communicate. - jerodast (talk) 01:26, 21 August 2015 (UTC)
Yeah, we definitely still don't agree; imo setting a bomb with a burning fuse is very different from setting a trap to be triggered by your opponent's step in a particular spot, which is what all other Secrets are. But, it's fine to disagree :) -- Taohinton (talk) 03:36, 21 August 2015 (UTC)