There's nothing wrong when Shudderwock is played the first time, the problem is that it generates a discounted copy of itself from Grumble, Worldshaker's battlecry. Sadly, I think Grumble needs to be nerfed. If the minions returned to your hand cost 2 less and no less than (1), instead of (1), this deck would be much less oppressive.
Medivh's not very good with 5-7 mana spells, because there's many understatted minions in that range. He fits better in Priest and Druid decks with 10 mana spells, for a chance to summon Deathwing or Tyrantus.
He's also very slow and in faster decks has been powercrept by Spiteful Summoner.
I'm not sold on the mage deck either. What I like about Fungalmancer is that it gives mages a powerful turn 5 before they equip Aluneth, but as you said there's not much minion synergy in the later turns.
If Ice Block does move to HoF though, tempo mages will start using more minions and Fungalmancer will become useful, just like it is in zoo warlock.
Aluneth is that kind of legendary I'm afraid. It allows you to run so many secrets that need to be played in combo with minions for good tempo, because it can draw your whole deck by turn 10. Once equipped, it also means you can reliably draw your direct damage spells like Fireball and Firelands Portal every match.
It's even better in Wild with cards like Mad Scientist, Ice Lance and Forgotten Torch. Its power level is only going to increase with every good aggressive card printed for mages.
Arcane Giant is a bit slow for secret mage I think, compared to a Hydra for an 8/8 minion on turn 5 you have to cast 7 spells before you do the same with a Giant. I played a Hydra deck before I finished the Karazhan adventure for the Valets and it was only good when I topdecked it, the problem with minions is that you generally give up the board by turns 5-6 and go for burn, especially with Aluneth. Also in a taunt heavy meta with Voidlords, it's safer to invest in spells and direct damage effects through battlecries.
About Pyroblast, I always keep one in secret mage, it's a great finisher against control and any deck that runs death knights.
0
I think big spell mage is more reliable right now against aggro, if you're climbing on ladder.
But druid has powerful control tools, especially against warlock. They also have a tier 1 spiteful deck with many of the same cards.
0
That would still limit the design space for Elementals in the future.
5
In the last round of nerfs, Raza the Chained paid for an unhealthy interaction with Shadowreaper Anduin.
There's nothing wrong when Shudderwock is played the first time, the problem is that it generates a discounted copy of itself from Grumble, Worldshaker's battlecry. Sadly, I think Grumble needs to be nerfed. If the minions returned to your hand cost 2 less and no less than (1), instead of (1), this deck would be much less oppressive.
4
Has synergy with Witch's Cauldron
2
Does Bring It On! ever see play?
2
Medivh's not very good with 5-7 mana spells, because there's many understatted minions in that range. He fits better in Priest and Druid decks with 10 mana spells, for a chance to summon Deathwing or Tyrantus.
He's also very slow and in faster decks has been powercrept by Spiteful Summoner.
0
Same here! It's still very powerful in wild, with Mad Scientist, Ice Lance and Forgotten Torch.
Tempo mage is an enduring archetype though, I'm sure new cards will be printed soon.
2
Also Kabal Crystal Runner and Kabal Lackey. Secret mage probably won't be competitive for a while.
2
All tempo decks play like this against control, that doesn't necessarily make them brainless.
This deck is much slower than any aggro. It does nothing but trade when facing paladins.
0
I always keep a copy of Pyroblast for that reason! Could replace the chain gang in this deck
2
Maybe replace an Apprentice for Potion of Polymorph?
0
Another secret, like Mirror Entity or Ice Block.
Ethereal Arcanist might be good in this deck too.
0
I'm not sold on the mage deck either. What I like about Fungalmancer is that it gives mages a powerful turn 5 before they equip Aluneth, but as you said there's not much minion synergy in the later turns.
If Ice Block does move to HoF though, tempo mages will start using more minions and Fungalmancer will become useful, just like it is in zoo warlock.
5
Aluneth is that kind of legendary I'm afraid. It allows you to run so many secrets that need to be played in combo with minions for good tempo, because it can draw your whole deck by turn 10. Once equipped, it also means you can reliably draw your direct damage spells like Fireball and Firelands Portal every match.
It's even better in Wild with cards like Mad Scientist, Ice Lance and Forgotten Torch. Its power level is only going to increase with every good aggressive card printed for mages.
2
Arcane Giant is a bit slow for secret mage I think, compared to a Hydra for an 8/8 minion on turn 5 you have to cast 7 spells before you do the same with a Giant. I played a Hydra deck before I finished the Karazhan adventure for the Valets and it was only good when I topdecked it, the problem with minions is that you generally give up the board by turns 5-6 and go for burn, especially with Aluneth. Also in a taunt heavy meta with Voidlords, it's safer to invest in spells and direct damage effects through battlecries.
About Pyroblast, I always keep one in secret mage, it's a great finisher against control and any deck that runs death knights.