[Wild] How Do I Counter Secret Mage?

i can’t even…

Class: Shaman

Format: Wild

2x (2) Crackle

2x (2) Devolve

2x (2) Dire Wolf Alpha

2x (2) Jade Claws

2x (2) Maelstrom Portal

2x (2) Murkspark Eel

2x (2) Totem Golem

1x (2) Windfury

2x (4) Draenei Totemcarver

2x (4) Flamewreathed Faceless

2x (4) Jade Lightning

1x (6) Aya Blackpaw

1x (6) Fire Elemental

1x (6) Genn Greymane

2x (6) Thing from Below

1x (8) The Lich King

1x (8) Walking Fountain

2x (10) Sea Giant

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This is the deck I’m using but their constant secret generation is beyond annoying. It’s getting to the point where I’m beginning to resent the entire class as a whole.

I can’t build a board, I can’t go face, I can’t cast a spell, I literally cannot play without losing - so I’m open to suggestions.

I’d say: focus primarily on winning the board, as their damage really ramps up when the Mage’s minions can reach your face a few times, but I realized that I haven’t played against a Secret Mage post-Uldum, so maybe it’s different now with new cards :confused: Walking fountain seems like a nice late play to clear Mage’s last minions and gain lots of life back, and the list in general looks fine.

I think this is a l2p issue, to be honest.

1 Like

It is not good. Summon a minion onto the board? They copy it. Attack them with a minion? They vaporise it. Cast a spell? it gets cancelled, or worse it ends up buffing one of their own minions instead (new since uldum).

It’s probably one of, if not the strongest deck in Wild right now.
If you can’t build a sticky or just powerful board while playing around their secrets, you will lose.

Such a fun deck that needed a 4/4 for 5 mana that throws a fireball at anything you consider valuable.
Thanks devs.

6 Likes

Bait the secrets as much as possible. The one that can really ruin your game is the new 3dmg aoe secret.

Walking Fountain seems like a good idea. I tried to devolve the mad scientists but counterspell. They seem to be able to pull secrets every turn: maybe letting them stack up their secrets so they can’t play anymore?

But without a decent taunt, all their minions go face so maybe Walking Fountain would be a good addition?

I was also considering that spell that gives your totems two more health but they’d be able to ping them anyway.

When I first started playing, secret tempo mage was all about timing. Now, they seem to just vomit the secrets as if its an unlimited fountain.

3 Likes

If you have the coin keep it a while until they have 2-3 secrets up to get rid of counter spell. I learned that low cost spells are needed for a waste. Coining out a minion early for tempo doesn’t help in the long run…

You can include Bone Wrath and Khartut Defender. Reborn taunts slow the game down a lot, especially if you heal for 6 in the process.

A second Walking Fountain is important in my oppinion. With only one you won’t draw it before you are dead most of the time… (I even keep it in my opening hand, it’s that good). On the other hand it counters Explosive Runes, which is very back-breaking to us.

Maybe consider Rain of toads. This can be used in an aggessive mannor too against other matchups.