Mulligans
General Mulligans
We always want Keleseth, of course. These are your two best turn-1 options, so looking for them is good. Firefly and Lost in the jungle aren't bad either, of course, but these are the most-snowbally options.
Aggro Mulligans
At some point a second Tar Creeper instead of a Spellbreaker or an Argent may be better if Aggro is extremely popular. Usually Tar Creeper slows them down and keeps their swing-turns from blowing you out.
Control Mulligans
These may seem weird, but we really want to stick minions, especially going into turns 5 and 6 for Fungal and Tarim. Of course, these aren't as good as starting with Glow-Tron or Mecharoo, but it may be a good idea to keep them in our opening hand. We'll see how the meta shapes up and how the deck runs.
This is a theory-craft for a mech paladin that doesn’t rely on Baku or Genn. Mecharoo or Glow-Tron on 1 followed by Keleseth, Lumi, or coin/Flappy Bird on two seems really strong. Harvest Golem may be too slow, but it does work with Lumi and the magnetic cards, and it hedges against aoe, so it may be good. Commander and Tarim may be too slow as well, but Tarim has historically been extremely strong, and Commander lets the deck go a little longer if it has too. The number of 1-drops (technically we have 8 of them since Lumi doesn’t count) means we should always be able to curve out.






















