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Explaining Secret Mage 63% 15-5

  • Last updated Sep 23, 2017 (Evergreen Nerfs)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Secret Mage
  • Crafting Cost: 2460
  • Dust Needed: Loading Collection
  • Created: 9/23/2017 (Evergreen Nerfs)
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  • Total Deck Rating

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After the cards nerf the meta is slightly changing and secret mage suddenly lost some of it's unfavorable matchups. The list itself is standard at the core but for an overall explaining of the cards:

1x BB. Not running 2 because too much random is too much random.

2x MW. Many spells solid body for turn 1&2. Can go rampart if not answered.

2x Fbolt. Best protection for your MW. Provides additional control.

2x Arc. We want secrets of course and decent body.

2x Valet. Best used in combo with a secret of course but can be played just as a body against aggro if you dont have other choices.

2x Glyph. Spell draw with lots of flexibility. Choose depending on your matchup. Sometimes you will want control spells vs aggro or burn spells vs control.

2x SA. Cheaper secrets, cheaper spells, main target for removal. 

2x AI. Card draw. Nuff said!

2x CS. Can ruin anyone's day. Play carefully depending on the matchup (ie against a T6 Jade if you have the board, etc, you get the point)

2x KM.Free secret and body on T3. What' s not to like.

2x ME. Same as CS should be used wisely depending on the matchup. Will expand your board and lead to advantageous trades. 

2x FB. Buuurn.

2x KCR. Most of the games you will get these very cheap. A T7 KCR into Bonemare = game over.

1x SG. Used to be "core" vs jade druids but the main reason for inserting it in the deck is versus the resurgence of evolve shamans.

2x BM. Secret mage is about board and not so much about spells. This only enhances it.

2x FP. There are a lot of crap minions this can draw but most of the times it will put you at an advantage. 

 

 

Overall gameplay.

The overall gameplay is around maintaining board control and taking advantage of your strong minions. The secret mage power points are T1 to T5 and after T7. The only classes that can challange your minions early are aggro druid & warrior or a good draw shaman or hunter. Druid and warrior we dont see that many nowadays so you should be fine most of the time. 

Use spells for minion removal, take advantage of your minions and carefully played secrets and slowly chip down your opponent. 

 

General Mulligan strategy. 

 

Vs aggro aim for early board control. Keep MW, Arc, FB

Vs control same as vs aggro but here keeping a glyph can also be a good play in order to plan for late game.

Gameplay videos can be found here https://www.youtube.com/channel/UCt1gFvRIsyXzDdsAGm9jrhw/featured