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Secret Mage deck list guide - Saviors of Uldum - Hearthstone (August 2019)

Our Secret Mage guide has been updated for the upcoming Saviors of Uldum meta.

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About James Law

James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Secret Mage deck list guide features the best list for Season 65 of Hearthstone (August 2019). You can also find some general strategy advice and a breakdown of the deck’s key combos. We will continue to update so our Secret Mage deck list is the best it can be.

Mage’s Secret package has been challenging to work with in recent metas. With the release of Saviors of Uldum, the archetype has been granted new and powerful synergies. Read on for tips on how to best utilise them.

The unpredictability of Secrets and new Secret-based cards that have been added here lead to a more control-oriented style of mage than the one we’re used to seeing during the Rise of Shadows meta.

Secret Mage deck list and strategy

Here is the version of Secret Mage we’re using for the opening of Saviors of Uldum. The meta is going to be hotly contested, so come back here for updates and changes!

1 x Raid the Sky Temple2 x Sunreaver Spy
1 x Magic Trick1 x Subject 9
2 x Arcane Flakmage
2 x Sorcerer's Apprentice
2 x Ancient Mysteries
2 x Counterspell
1 x Flame Ward
1 x Frost Nova
2 x Kirin Tor Mage
1 x Mirror Entity
1 x Splitting Image
1 x Vaporize
2 x Arcane Keysmith
1 x Polymorph
2 x Cloud Prince
2 x Blizzard
2 x Flamestrike
1 x Kalecgos

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAf0ECk3DAZ4CywSnggO2iAP/nQOKngO/pAO5pQMKcckD5gTsBewHvuwCvpgDvqQD3akD9KsDAA==

More great Mage guides:

General strategy

Survive as long as you can with your limited-but-potent early game. The plan is to extend so you can obtain value for your Secrets and win in the long run.

Early Game: Raid the Sky Temple is a great source of long-term value, but in rare, emergency situations when you’re certain the enemy is going to aggro you down, mulligan away the Quest. At the start of the game, a turn 2 Arcane Flakmage is an excellent play, forcing your opponent to make some tough decisions whether you have Secrets in your hand or not. If they play into a Secret, their board is likely to be cleared.

The presence of the Flakmage is important even if you have no Secrets at all, as your opponent will be wary of playing into it. Against aggro, it’s a great play. Cheating out a Secret on turn 3 with Kirin Tor Mage remains one of the best plays in the game, so get this done if you can. Once you have Secrets in play, your Sunreaver Spy can be played for a nice +1/+1 buff, but don’t worry about just playing it on turn 2 as a 2 mana 2/3 minion. Sometimes you just have to get some stats on the board.

Mid Game: You should be achieving some stability now, and if you have the opportunity to play Subject 9 for a few cards, then go for it. Removing the Secrets from your deck as potential topdecks later on in the game is surprisingly valuable, and means you have a higher chance of drawing your higher-impact cards.

Secret-wise, you can keep your opponent guessing with the Arcane Keysmith. This allows you to activate synergies like Cloud Prince, who offers a huge 6 damage Battlecry if you play him when a Secret is active, reminiscent of Medivh's Valet from the One Night in Karazhan expansion. This can go face or be targeted at minions, so it might be helpful to save this for some easy removal if needed.

Late Game: At the latter stages of the game, your Quest will be nearing completion, giving you access to a great deal of endgame value. This can seal the deal if you’re close to victory, but can give your deck that much-needed longevity in control matchups too. Kalecgos is a great trump card to pull something special out of the bag, allowing you to Discover a spell and play it for free. This could lead to a sudden Pyroblast for lethal or an emergency Flamestrike to clear your opponent’s minions away. Either way, keep pushing for value with the Quest reward, and your remaining minions will still be useful in battle if necessary.

Secret Mage Mulligan Guide

Below is our guide on what to keep in your opening hand when playing Secret Mage.

1. Kirin Tor Mage, despite being a 3 mana card, is an essential one to hold on to. The ability to play a Secret for 0 mana, alongside the 4/3 body of the minion, is great for tempo.

2. Raid the Sky Temple, the Quest that allows you a huge amount of long-term value, is a slow burner in this deck. However, once you do complete it by playing out your Secrets, as well as the potential for extra spells from Magic Trick, your opponent will struggle to outvalue the Primordial Glyph-like effect.

3. Early minions like Sunreaver Spy and Arcane Flakmage are important to stop your opponent running away with the game. Just stay focused on starting strong, and the rest of the game will be far kinder to you.

Secret Mage tips, combos and synergies

Below are some tips for how to best play Secret Mage in the upcoming Saviors of Uldum meta:

- Use Secrets according to what you think the opponent is planning. If they’re a Mage who clearly wants to use Conjurer's Calling, a Counterspell will swiftly scupper their plans. If the enemy has a big minion on the board, a Vaporize will make them think twice about hitting your face.

- Mirror Entity is a great counter to the kinds of decks that like to cheat out big minions early. Playing a Mountain Giant into this secret spells bad news for your opponent, as it gives you one too.

- The newly unveiled Saviors of Uldum Secret synergy cards, Cloud Prince and Arcane Flakmage, encourage a more patient, conservative style of play. Often, it’s wise to wait for your opponent to act before reacting, rather than to take the initiative.

- Subject 9 is a fantastic way to thin out your deck, getting Secrets into your hand and increasing the possibility of more important draws later on. As a 5 mana 4/4, the stats aren’t great, but it has seen a great deal of play in Secret Hunter decks and Mage is likely to be just as keen to run the card.

- You have a great deal of removal at your disposal, so don’t be afraid to use the effect of Arcane Flakmage on early board the opponent tries to build. It’ll help tide you over until you’re able to play things like Blizzard and Flamestrike.

- The single copy of Frost Nova in this deck can save you in a dire situation, buying you a single turn to find an answer for a terrifying enemy board.

- Magic Trick's influence in this deck is twofold. It adds at least two spells to the Quest progress. As well as this, it offers some much-needed flexibility in the deck. You can Discover extra Secrets if needed, as well as some direct damage with the likes of Cinderstorm or Arcane Missiles.

Comment on this article

  • Shining #1 3 years ago
    because Ice Block lets you be ahead of your opponent by two turns while you can attack his face with minions and spells.
    Also the goal of the deck is not board advantage. You can see this deck as a mix of Freeze Mage and Face Hunter. You stall the game by freezing your opponent (Frost Nova) and playing Ice Block to be ahead and you go face with your minions and especially your spells
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  • gadgetgrabber #2 3 years ago
    why ice block over a secret that gives board advantage?
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  • minddrifter #3 3 years ago
    @michałbanaszews Try tempo or freeze mage.
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  • michałbanaszews #4 3 years ago
    Auto-concede against priest, warrior...
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  • Bob77 #5 4 years ago
    This deck is all or nothing.When you get all your early game it feels easy like your opponent can't do anything to stop you.

    However i consider myself on the lower end of the rng scale.I went several games,far too many where i couldn't draw anything playable in the first 3 turns.Being an aggro deck that is an auto loss,i felt handcuffed because you end up with 8-10 health and have to finally give up waiting and use your spells like frost bolt and Polymorph.That only buys you one turn and with no ice block or scientist to draw it,your a dead fish.

    Bottom line is you feel it is rather easy or impossible to win,depends a lot on your rng draws.Hard to believe with mulligans that gives a lot of look at cards and still no card drawing and no mana Wyrm and no Scientist is a frustrating start to games.

    Weird thing is i actually could beat handlock but of course they lacked the taunts otherwise i might have struggled to get in enough damage to nuke them down.I found it is the aggro decks that give this deck fits if you can't get your early game.

    The deck seems to be caught in between,with Frost Novas but no Doomsayers and Acoloytes+Mad bomber is 5 mana,not exactly a fast combo.Even if you ping Acolyte that is 5 mana,other aggro decks are already full tilt on loading board and dmg.Even if you play Bomber or ping on turn 4 that is a really weak turn 4 when opponent is tossing down Shredders,so your aggro is taking a backseat to board pressure and even a Frost Bolt is sort of wasted on a Shredder.
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