Dab's Wild Secret Mage Deck
Table of Contents
- 1. Wild Secret Mage Card List
- 2. Wild Secret Mage Mana Curve
- 3. Wild Secret Mage Strategy
- +4. Wild Secret Mage Mulligan
- 5. Wild Secret Mage Card Swaps
- 6. About the Author
- 7. ChangeLog
The main differences between Wild Secret Mage and its Standard counterpart is the access to Mad Scientist and Forgotten Torch. Mad Scientist allows for much greater consistency in getting Secrets into play, as well as contributing to the early board. Alongside Arcanologist it means that getting Secrets early in the game is very likely. Each copy of Forgotten Torch adds a total of 9 damage to the deck, as well as not being a wasted card when used to control the opposing early board.
1. Wild Secret Mage Card List
This deck costs 5,000 and it is made up of the following cards.
|Mage Cards||Neutral Cards|
2. Wild Secret Mage Mana Curve
3. Wild Secret Mage Strategy
Wild Secret Mage aims to kill the opponent rapidly. Simply burning the opponent from 30 to 0 is not quick enough, and so aggressive early minions are used to inflict damage to set the burn tactic up. The cheap burn spells in the deck double up as board control cards in the first few turns, while later in the game they are used to finish off the opponent by inflicting efficient damage directly to the face.
4. Wild Secret Mage Mulligan
As Secret Mage is a very tempo-orientated deck, getting early Secret cards is extremely important. However, as there are four cards (two Arcanologists and two Mad Scientists) which enable this, the Secrets should not be kept in the opening hand. Finding the 2-drop minions is far more important.
Mana Wyrm is by far the best card to have in your opening hand. It represents a lot of damage, and demands a quick answer from your opponent, or it will take over the game. Any other cards should be kept on a case-by-case basis. For example, if you have Kirin Tor Mage and The Coin in your opener, then you can keep Secrets far more readily. They are chosen to protect your board, and if the Kirin Tor Mage can get in four, or even eight damage, it will often be enough to win the game.
The early turns involve setting up as big a board as possible and protecting it with your Secrets. Mana Wyrm is the most direct card for this, but Mad Scientist and Arcanologist are also great cards early on. The deck thrives on tempo, which means you should try to plan out your mana usage very carefully during this phase of the game. Playing Kabal Crystal Runner on the fourth turn is often enough to generate a huge amount of early damage, and you will have to factor that in when considering whether to play a Secret on Turn 3, or whether to further develop your board.
During this stage of the game, you should not be afraid to use Frostbolt or Forgotten Torch to remove opposing minions if it means they will get to attack for another turn. The generated Roaring Torch from the Forgotten Torch will be very useful later on.
It is important to use the right Secret for the job, and although you will often play a Secret just because it is reduced cost, you should not automatically default to doing this.
Counterspell is very good at protecting your board. By knowing your opponent's threats, you can often play this to buy yourself another turn of minion damage. In general, you will look to avoid letting your opponent play their copy of The Coin when you have Counterpell in play, but you should be aware that sometimes countering The Coin is enough to stop them making a powerful play, and so it is not always incorrect to counter it.
4.2.2. Explosive Runes
Explosive Runes has two opposing uses, and it will be up to you to decide which is correct for the situation you are in. It can be used either as a source of damage when your opponent plays a small minion, or to remove a large threat from the board. Which of these you decide to aim for will depend on your hand and board state, but it is often a good default Secret to play with your Kirin Tor Mage or Kabal Lackey.
4.2.3. Potion of Polymorph
The second stage of playing Wild Secret Mage is to start throwing damage directly at your opponent's face. The most obvious time to do this is if they are in range of being killed. More often, however, you will need to identify when it is time to give up on your board, and start to whittle away at their Health total with your spells. You will rarely keep the board for the entire game, so try to pay attention to when the end is in sight for your board. The deck has Aluneth and Arcane Intellect for card draw, so even if a direct damage strategy looks doomed to fail, you will often generate more damage than you first think by doing this.
5. Wild Secret Mage Card Swaps
Primordial Glyph can be used in place of many of the cards in the deck. If you do not own Aluneth, it is recommended that you do not play this deck. If you would like to test the deck with that in mind before crafting Aluneth, you can run a second Arcane Intellect. If you run this second copy as a golden card, you will be able to identify when it would have worked as an Aluneth instead.
6. About the Author
L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.
- 05 Apr. 2018: Deck Added. This deck aims to kill your opponent very rapidly. The burn in the deck bypasses decks that rely on Taunts.
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