Had a blast with my Murloc Secret Paladin this month. Road to rank 4 was painless, fun and it's not a half bad deck overall.
I hope I can still make it work after the adventure. It's due for some tweaks anyway.
Went 4/4 with this at lunch.
Part of my losses were just growing pains. For example, now I know that Noble Sacrifice doesn't proc when you have seven doods on the board. (duh)
My matches were as follows:
Priest (C'thun / N'zoth): 1 / 2
Rog (NZo): 0 / 1
Hun(Mid): 0 / 1
Hun (Hat): 1 / 0
War (C'thun): 1 / 0
Dru. (Yogg): 1 / 0
Lost one Priest match to a turn one NC, followed by PW: S. Seven minions on board meant that the 5/2 Sylvanas could run into my War Leader without Noble Sac proccing. Felt bad.
Hunter (Mid) was close, but turn one Finley gave me Priest power (as opposed to Warrior and Druid?) and I couldn't draw an Inquisitor.
Finley is awkward at times. In the best situations, you can do some Hero Power shenanigans, but otherwise he's really awkward on turn one.
I've been mulliganing away secrets for War Leader, low-cost minions, and Divine Favor. I usually keep Dr. 6 if I have him. Does that sound about right?
The Secret Keepers are also pretty meh. I thought they'd proc with Dr. 6, but no luck. I don't know what I'd replace them with though...maybe Keeper of Uldaman or Defender of Argus?
Fun deck. There's a more stable Secret Paladin build out there, but I'm going to keep playing this one for another 10 games or so and see if I can get a bit more used to it.