Hunter secrets are broken

Hi. Hunter secrets are not working properly. I have 2 quick examples: Snipe doesn’t trigger on Magnetic cards and if you overlap Misdirection with Freezing Trap, an attack on my hero triggers both of them at the same time-there is absolutely no logic in that. How is it possible that a hero’s most powerful cards are broken?!

Snipe says “After your opponent plays a minion deal 4 damage to it.”
The card with the magnetic keyword is a minion ofc but it doesnt come into play (on board) as the same minion. It comes into play as a magnetized minion that just adds its stats and battlecries/deathrattles to the minion that is already on board. So since no new minion has come into play the secret doesnt trigger.

As for misdirection and freezing trap are working exactly as intended. Both secrets triggers BEFORE the minion does any damage. So if a minion starts attacking your hero both secrets should trigger.

Secrets are powerfull indeed, but you need to know how to use them. Missdirection and freezing trap is a perfect example for that. You dont just play secrets whenever you have spare mana for it. You should know what secrets overlaps.

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Snipe also doesn’t trigger if you play Leeroy Jenkins but your opponent has a Knife Juggler and the two juggles from the whelps happen to both hit (and thereby kill) Leeroy.
You’d be pretty pissed if a secret would trigger and then do nothing because the target is already gone.

When a minion is played, secrets are checked and Snipe is queued for triggering. But other things can happen first, and when Snipe’s turn has come it first checks whether the target still exists. If it doesn’t, then Blizzard’s decision was to cancel the secret activation, rather then letting it fizzle with no effect.
(This is a consistent decision, all other secrets also cancel when at the time they would activate, they cannot do anything; e.g. Mirror Entity would not copy a dead Leeroy either, nor trigger if your board is already full and the mirror could not be summoned).

For Leeroy, the battlecry activates first, this causes the juggler to toss some knifes, and the final result is Leeroy’s dead corpse which cannot be sniped anymore.
For magnetic minions, the magnetic effect activates before the secret activates, and the minion is removed in favour of a buff effect. (If the magnetic minion is played as a regular minion, i.e. not to the left of a Mech, Snipe would activate normally).
Snipe could never target the minion that the magnetic attached to, since that minion was NOT played. So it can either target something that doesn’t exist, and hence fizzle and be wasted, or it can cancel its activation. Consistent with other secrets in similar situations, the latter is chosen.

Not always. This depends on the order in which they were played, and the attacking minion.
At the time of the attack, again secrets that meet the condition are put on the queue. This happens in the order they were played.
If Freezing Trap was played first, then that will also trigger first. It first checks if the target is still there, which is the case; if so it returns it to hand. And then Explosive Trap triggers, which has no targets and hence no additional checks, so it triggers.
If the play order was different, then Explosive Trap triggers first and damages your board; after that Freezing Trap checks if the target still exists. If it does (i.e. if it had more than 2 health when it started attacking), then it is returned to hand (where it is of course fully healed); but if the Explosive Trap has already killed the attacker (because it had 2 or 1 health), then Freezing Trap realizes it has no target anymore and its activation will be cancelled.

Is this behaviour appropriate? Is it desired? Is it balanced? I don’t know.
But one thing I do know is that it is absolutely consistent. So your claim that there is “absoolutely no logic” in this is wrong. The logic is there, you just were not yet aware of how these cards interact.

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OP didn’t mention explosive trap, but misdirection, so the effects of the attack order should be reversed, right?

if freezing trap before misdirection, then FT removes the minion from the battlefield and MD has no target anymore and therefor never triggers.

if MD before FT, then MD changes what target the minion attacks and then FT puts the minion back into hand, so both secrets always trigger.

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Sorry, I had misread the original post.

Yes, I agree with your description of the expected interaction between Freezing Trap and Misdirection.

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Ok, I can agree with Snipe and Magnetic minions. But regarding Freezing Trap and Misdirection, if I cast Freezing Trap first and it activates on an attacking minion, sending it back to the attacker’s hand, it definitely should not activate Misdirection too, because it basically just removes my secret with no effect from my side. Misdirection should wait for the next attacking minion. I see very much logic in this and I think they are not functioning properly.

They all work as intended Kitty :wink:

it doesn’t. misdirection waits for the next attacking minion to trigger if it was cast after freezing trap

Then make sure to play Freezing Trap first, and Misdirection after. That should give you the desired effect.
If you cast Misdirection first, then that is the secret that triggers first.

Order matters.

Misdirection > freezing trap

Minion attacks face, gets misdirected to attack something else, activates freezing trap.

Freezing trap > Misdirection

Minion goes to attack, gets returned to hand, Misdirection isn’t triggered.

Explosive/Snakes/Freezing always trigger because they say “is attacked” rather than “attacks” (misdirection/wandering monster).

So it depends on the order you played them as to whether misdirection triggers, but freezing trap will always be triggered…I can’t remember if dead minions from explosive trap get returned to hand, I know they used to way back but can’t remember if that got changed or not.