Mulligans
General Mulligans
Quest is a given. Generally ideal to have a 2 & 3 combo to guarantee early curve.
a mixture of regular summons & power multipliers are important. (Early history buff with summons, mid cult master/cauldron with trades, early knife juggler with summons). Ideally rush minions or spear early to keep control.
Open to suggestions – Deck is designed to hit the quest on turn 7/8 & finish soon after. Most summons are built around maximum bodies per mana.
Power multipliers: knife Juggler (early game clear/damage, synergy with rush minions), cult & cauldron (card draw/creation, with very low mana cost cards, drawing one of these when exchanging is crucial to keeping the pressure from turns 5-8. Cauldron has many synergies, such as much needed direct damage for control, or converting a bird of 1/1’s to legendaries).
Strategy includes encouraging exchanges for board control/clear, while rushing through the quest. On turn 7/8, try and combine a full existing board or hounds with +2 attack.























