Also, from what I've just posted I gather the most effective secrets to be:
Hunter:
1) Explosive Trap (save until board is filled with spuds)
2) Snipe (inexpensive card removal that, against unskilled players, can be devastating)
3) Would not use any other secrets unless I found my above posted meta game was being followed too closely
Mage:
1) Counterspell (single copy) (potentially devastating, always prevents a board swing to some degree)
2) Ice Barrier (3 mana for 8 armor that can effect your opponent's play choices for a turn isn't a bad trade)
3) Mirror Entity (single copy)(played late game once your opponent is top decking this can essentially eliminate one of their turns; played mid-game this can scare away any big game changers from hitting the board, allowing you more time to dig into the appropriate removal)
4) Not a fan of the others as they are too easy to play around
Paladin:
1) Repentance (single copy)(late game play that ensures that you will only see an enemy that can be removed with your hero power summons)
2) Redemption (Play in tandem with game winner minions such as Tirion Fordring and Ragnaros the Firelord; refrain from summoning spuds while this is out so long as it can be done without being transparent)(Note on this card: I tried using it on my turn, basically sacrificing my Tirion Fordring thinking he would come right back to life. Not true. Secrets are only active on your opponent's turn!)
3) The other secrets are too easy to play around; I avoid them
3) Cast smallest spell against any minion (reveals Counterspell & Spellbender with minimal loss)
4) If none of these trigger a secret, attack with all large attacks first to bring hero as near to 0 as possible before dealing the killing blow that will be countered with Ice Block
5) If you play a spell slinging deck, Ice Barrier can be played around by directing all spells (smallest first) at hero, using any minions as other minion removal
Also, from what I've just posted I gather the most effective secrets to be:
Hunter:
1) Explosive Trap (save until board is filled with spuds)
2) Snipe (inexpensive card removal that, against unskilled players, can be devastating)
3) Would not use any other secrets unless I found my above posted meta game was being followed too closely
Mage:
1) Counterspell (single copy) (potentially devastating, always prevents a board swing to some degree)
2) Ice Barrier (3 mana for 8 armor that can effect your opponent's play choices for a turn isn't a bad trade)
3) Mirror Entity (single copy)(played late game once your opponent is top decking this can essentially eliminate one of their turns; played mid-game this can scare away any big game changers from hitting the board, allowing you more time to dig into the appropriate removal)
4) Not a fan of the others as they are too easy to play around
Paladin:
1) Repentance (single copy)(late game play that ensures that you will only see an enemy that can be removed with your hero power summons)
2) Redemption (Play in tandem with game winner minions such as Tirion Fordring and Ragnaros the Firelord; refrain from summoning spuds while this is out so long as it can be done without being transparent)(Note on this card: I tried using it on my turn, basically sacrificing my Tirion Fordring thinking he would come right back to life. Not true. Secrets are only active on your opponent's turn!)
3) The other secrets are too easy to play around; I avoid them
Pour the salt, rub the salt, lick the salt.
What I'm gathering from seeing these is the ideal order of operations to discover the secrets with the least blowback is:
Hunter:
1) Make all efficient trades (reveals Snake Trap, prevents max damage from Explosive Trap)
2) Attack hero with smallest minion (triggers Freezing Trap & Misdirection with minimal loss, Explosive Trapwould deal its damage regardless)
3) Summon least expensive minion (triggers Snipe with minimal loss)
4) If you have no board presence, summon small minion and wait to attack next turn before summoning anyone additional
Mage:
1) Attack hero with smallest minion (reveals Vaporize with minimal loss as well as the Ice Barrier)
2) Summon smallest minion (reveals Mirror Entity)
3) Cast smallest spell against any minion (reveals Counterspell & Spellbender with minimal loss)
4) If none of these trigger a secret, attack with all large attacks first to bring hero as near to 0 as possible before dealing the killing blow that will be countered with Ice Block
5) If you play a spell slinging deck, Ice Barrier can be played around by directing all spells (smallest first) at hero, using any minions as other minion removal
Paladin:
1) Attack hero with smallest minion (reveals Eye for an Eye & Noble Sacrifice with minimal loss)
2) Summon smallest minion (reveals Repentance with minimal loss)
3) Kill smallest enemy minion (reveals Redemption with minimal loss)
Pour the salt, rub the salt, lick the salt.