Mulligans
General Mulligans
The deck in essence is fairly simple to play, tap to play Mountain Giant or a big Twilight Drake early, so I always keep those in slower matchups. However, there are matchups where you don't want either and that is in aggressive decks, Hunter, Shaman and odd rogue for examples. In these matchups I'd keep most 2 drops, Plated Beetle, Doomsayer and Vulgar Homunculus are all great anti-aggro tools. In heavy weapon decks I'll keep Acidic Swamp Ooze, such as Hunter and Paladin. Defile is kept for Token decks, like Even Shaman, where Hellfire is always kept vs Hunter (Spellstone), as well as most aggro matchups.
Genn Greymane makes it so that your hero power ‘Life Tap’ cost 1 mana, which means that you can start drawing on turn 1. The idea of the deck is to play reactively with cheap minions and spells, while setting up big threats proactively, like Mountain Giant and Twilight Drake. And when it comes to late game, you have powerful tools that help push you over the edge, like Bonemare, The Lich King and Bloodreaver Gul’dan. I used this and a version of secret (w/ minions) hunter to climb from rank 3, all the way to 704 Legend.
The cool thing about Even Warlock and Even/Odd decks in general is that there is a bit of wiggle room in tech cards. My tech cards are Plated Beetle, Demonic Project and a 2nd Swamp Ooze. The reason is that Hunter is really strong, hence the Beetle and Ooze, however if you tech too hard for aggro, your control matchup generally gets worse, hence the Demonic Project (would be Mojomaster Zihi, if I owned the card. If you own Zihi, replace Demonic Project) , which helps against Mecha’thun decks, Topsy Turvy Priest and OTK Paladin. As I mentioned, you can fill the gaps for whatever you face the most, for example, when Odd Paladin was very strong, I ran a 2nd Dread Infernal.
Tech Options vs Aggro: Plated Beetle, Doomsayer, Dread Infernal.
Tech Options vs Control: Nerubian Unraveller, Mojomaster Zihi, Demonic Project.


























