Mulligans
Essentially, turn 1/2/3/4 you want to build up a big hand. This is achieved by playing card generating cards in the early game (1:
crystology/jar dealer; 2: sandwasp, 3: salhet’s pride/bronze herald)
Turn 5 you want to drop glowstone or a giant.
Then you want to drop 2/3 minions a turn till you get lethal.
Tech card choices:
Never surrender! : great against midrange priests, murloc paladin, aggressive shamans, rogues, mages, and hunters. You want to run 1/2 of these depending on how much midrange you see. Other counters to aggro and midrange to add in are: zilax and infested goblin.
Rebuke: great against spell oriented control/combo decks like shirvallah paladin, wall priest, control shaman, and control warrior. Build a board and before you attack protect it (especially if you are pressing in early as turn 6/7). Against these types of decks you should generally play slower.
Subdue: This is to run against more value oriented decks like conjurers mage, plot twist warlock, quest druid, quest paladin. If you have to remove a big guy in a pinch. I’ve seriously considered removing this.
Cards that I have considered adding:
Mech Package:
Replicating menace: May help going wider
Zilax: I like him especially against other aggro/midrange decks
Beast Package:
Evil Cable Rat: Hand value generation, fits the curve
Dire wolf alpha: Medium size board buff
Ironbeak Owl: Get rid of big taunty bois
Untamed Beastmaster: You could run a surprisingly large beast package with this deck instead of the mech package, if you choose to, this card could be very good with crystology. You would probably run a large 1/2 drop beast package to include something like stonetusk boar/young dragonhawk/vicious scalehide)
Buff package:
Dire wolf alpha
Raid Leader: Large size board buff
Arena Fanatic: She might be surprisingly good with the curve?
Burst Package:
Blessing of Kings: It has a lot of burst
Leeroy: Burst damage + buffs lolz//
Sea Giant: This deck goes pretty wide, maybe you run both mountain and sea giants






















