I have no idea why game force mage play secret deck

1st .: mage lost all good secret by move to wild …and there few card whats is almost useless in standard need secret
2st .: 3mana all mage secret whats is nonsens paladin play 1mana secret hunter 2mana "rogue have few too in wild 2mana "and all secret compare to mage secret still same value …
3st .:secret paladin much more viable playstyle than mage and paladin have amazing minion for assist this secret deck

lets talk about spell and minion…: all minion low hp and low attak whit insane high mana coast most of spell gambling effect is not a casino lol aoe spell all going to wild at low mana
old time flame and frost bolt work fine but every new capter you put more and more hp minion so geting useless not much deck has it from start some gambling stuff can give it random
minion.: almost all low coast nice minion already in wild vs aggro deck almost 90% mage lost there no counter "yes there few 1-2 mana spell whats can hit 1??? just lol ahh very well can be use spell dmg minion whit… then your hand empity gl for winn

healing…: shaman and paladin almost more healer than class priest
mage lost jaena hero and never have any dmg spell whats heal bk a litle hp just asking why not have?
so at end there almost all mage minion useless by high coast vs whats extra is give or simple low hp minion whats will die next enemy turn
few new card whats realzed…: simple lol is a joke? 8mana minion??? at turn 8 whit bad hand draw already lost… 5mana minion and 2mana minion whit no secret draw is useless just eat hand card space 2+3mana =turn 5 to late
new Q …hmm depends but cast 10spell? aint to much is 10? for a gambling random spell whit heropower? can be use this when deck almost run out if no luck by mana cyclone…
at end …: i have no idea whats new will give you “Saviors of Uldum” but whit this card reval for mage absolute nothing …or this expansion for wild player?sems so

hope all understand what i will say englis is not me langue …

  1. mage lost only one good secret - Explosive Runes (which was in my opinion OP proactive card whereas all other secrets are defensive reactive cards?)
  2. the cost of secrets depends as with all other spells on their effect and impact on the game. Counterspell is far superior to Hold the Line and Vaporize is far stronger than Noble Sacrifice…
  3. last time I checked Sunreaver Spy was neutral and if you mean Bellringer Sentry then this is the reason why mage is getting secret synergy cards released.

TLDR: I disagree

3 Likes

vaporize worth nothing when enemy attak you a litle minion instead of big worth 3mana kill az 1/1 minion? enemy not blind when secret up i not attak enemy too when low on mana and cant counter secret!!!
and you cant compare 1mana secret vs 3 mana secret where is 2mana diferent? ahh some 2mana minion extra or spell?
spell counter is nice but depends secret…you can counter tras spell too ENEMY not blind! and most of other classes have crazy amount low mana coast nice spell for it so i disagree you
What you will defend whit secret? 2 and 3 hp minion? is will die by spell not by attak…mage whit this not good starter minion arzenal and not good low coast aoe till both side in wild lose at start game and where is hp regen minion or spell?soon not a single avilable all moved to wild and cant control board by no spell avilable freeze not kill minion just move 1 turn more…many nice combo is have i agree but in standard not whit secret based deck thats sure and gain /conjurer style need big hand whit less card play orelse you cant aktivate as combo…if no luck by other 2-3 card whit mana cyclone and litle spell is agin fail…there everything gambling on class mage and need very big luck on draw

and your 3rd …yes i saw too new card relase is big fail only usable is quest card whit gaint /conjurer deck style NEW 1mana spell but not sure is worth for more 1 gambling stuff and 10spell cast is very very much for aktivate quest…if is discover a spell maybe ok but is give random shajt so not realy great