Mulligans
General Mulligans
1 drops are good to play turn 1, cat is you're best 3 (normally), and Jaina is op.
Aggro Mulligans
1drops are a priority to fight for board, taunt is good against aggro, and cinder can provide an early game clear. Jaina is usually game ending against aggro but should only be kept against decks with little care for late game board control (e.g. Baku hunter, or burn mage) where the healing is crucial for victory.
Control Mulligans
Against control it is usually acceptable to hard mulligan for Jaina, though 1 drops, cat/AI (for draw), and weapon removal (cube-lock only), are all reasonable keeps.
A powerful control deck that utililizes the upgraded hero power, strong minion presence, abundant board clears, and Frost Lich Jaina to dominate the game.
Ooze and Mana worm currently occupy flex slots to deal with a weapon heavy, early game minion focused meta – but can be swapped to suit personal preferences. Stonehill defender, Ironbeak owl, Arcane tyrant, Baron Geddon, and Dragoncaller Alana are just a few good potential inclusions.
“You’re shivering; are you afraid?”
























This deck is a really good counter to Even paladin, especially if you can get the ooze off on their Silver Sword