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[Legend 70% wr] SECRET MAGE

  • Last updated Feb 23, 2021 (Vol'jin Patch)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Secret Mage
  • Crafting Cost: 6880
  • Dust Needed: Loading Collection
  • Created: 2/23/2021 (Vol'jin Patch)
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  • Total Deck Rating

    15

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Hi Guys,

This is my version of the secret mage that led me to legend with a 70% win rate.

It is especially effective against Rogues, Druid and Hunters.

This is my pick for secrets:

1 Ice Barrier almost instant win for rogues, 2  Flame Ward for the same reason and works fine as well against druid. 2 Rigged Faire Game for the draw and 1 Netherwind Portal to have good tempo on the opening. 0 Mirror Entity because I find it has no tempo against Rogues or useless against druid.  We could add Spellbender if more Paladin are in.

It is adapted to the current meta i.e. Rogue, Druid, Paladin and Warlock. It has few bad match up (OTK Demon Hunter, 60/40 against pure paladins) and is so sweat to see your opponent plan get nullified because of Flame Ward or Counterspell.

I would say it is quite technical to reach 70/75% win rate. Both mulligan and the way you should keep and play secrets in tempo are key. 

There are different win conditions. The main plan is to slow down your oppenent opening and kill him in average by turn 7 to 8.

In general you want to set fast approriate secrets through Kirin Tor MageAncient Mysteries or Inconspicuous Rider. Appropriate secrets depends on the match up, making the deck a bit tricky to play. Secretkeeper can be kepts in hand and buffed fast. Best opening is coin T2, Kirin Tor Mage + Secret. It is risky to toss all your secrets during mulligan, I try always to keep one. If you don't find quick enough some secrets, your other cards are worthless. On the other hand, keep 2 secrets is related to match up, and only playable under the coin.

Middle game: you will start generating value thanks to secrets or Occult Conjurer while your opponent will get stucked in round 2 to 5. 

Basic End of game: you come with Cloud Prince, Fire Ball plus creatures on board. These guys can deal 24 damages by themselves. 

In general you don't play Apexis Smugler before turn 4/5. Don't underestimate this card during tough game with controls and so on. You'll be able to generate thanks to it more secrets or evocation, or deal additional damages if you hade to use the prince or fire ball on creatures. 

Although it's a tempo deck, you cannot afford to loose a lot of mana. You'll have sometimes to put a Kirin Tor Mage turn 5 empy of secrets, just to keep the board.

Sayge, Seer of Darkmoon is not mandatory I guess you can add more secrets to the deck. Jandice Barov, beeing one of the best card of the current standard game is a keeper. 

Detailed Match Up

Rogue / Hunter

An easy one I'd say, almost 90% win rate

Mulligan: you wanna keep flame ward counterspell and ice barrier. Netherwind portal is ok is you have the coin or ability to place it before thanks to Kirin Tor Mage (that you always keep). You can keep Ancient Mysteries, secret keeper, Arcane Flakmage Game Master. You toss the rest. The idea is always to keep 1 secret.If under the coin you might wanna keep Flame Ward and Counterspeel

Main plan is to burn its creatures as fast as possible, and generate value thanks to your creatures or Jandice Barov. be cautious with Flame Ward don't place it to early, you have to take at least 2 creatures with it.  You can use ancient mysteries to have a secret at 0 and then use it on a combo with arcane flakmage to destroy the board.

Replay

Druid  

a good match up too. the plan here is to get asap a Counterspell, Flame Ward and Arcane Flakmage. You'll have to prevent its development / burn its creature 2/2 and kill hime before turn 8

Replay

 Paladin 

not an easy one. If you don't get your counterspell you might be in trouble. 

here an exemple:  Replay

Priest / Warrior / DH OTK

Harder match up. You'll have to be lucky on your draw. 

Plan is to compensate your lack of gas and value thanks to Apexis Smugler. Sometimes it won't be enough and you'll turn out of cards.

 Writing

Win Rate