Mulligans
General Mulligans
This deck is slow starting, so Wild Pyromancer helps with potential aggro decks. Mark of the Lotus will help keep your Pyro up, while Acolyte of Pain will provide synergy for drawing cards while you build mana crystals.
Druid
Tried to build a viable mill deck around Hakkar, The Soulflayer. This deck is still relatively new to me, but I’ve found some good success in Wild with it. It’s probably not much use in the meta as you don’t have too much board control, but if you’re building enough armor, with some smart plays you should be able to last through your milling. The idea is to quickly burn through your deck, building armour as you go, so that you can afford to build up a couple of corrupted bloods and take the hit, before switching decks with your opponent.
MILLING STRATEGIES
The best way to do this is making use of Gadgetzan Auctioneer and Biology Project, burning through any 1-cost spells you draw to continue drawing as many cards as possible. If you hit a block where you have no more spells to play, I usually try to use the Druid hero power to gain extra armor. I’ve found it is best practice to save Ferocious Howl for when you have a larger hand, but playing it on a smaller hand to get some armor and draw an extra card isn’t terrible. Branching Paths is also useful here, but I usually like to choose “Gain Armor” at least once per cast. Again, the extra armor is important – it gives you extra breathing space on the final turn and reduces the risk of taking too many stacks of Corrupted Blood.
BOARD CLEAR STRATEGIES
This is what Wild Pyromancer is for. If your opponent has minions that have more health than your pyro, Mark of the Lotus can help close that gap. You can also synergise the pyro with Acolyte of Pain to mill cards while you board clear. You can use Naturalize if you’re in a real pinch, but you must keep at least one of these cards for the final turn.
FINISHING THE GAME
This can only be initiated once your deck is fully cleared. Doing otherwise is usually too messy and won’t ensure the win. The best hand possible is 2xNaturalise, 1xInnervate, 1xKing Togwaggle, and 1xHakkar, the Soulflayer.
After playing Hakkar, cast Innervate, and then Naturalise on your own Hakkar. This will ensure Corrupted Bloods enter both decks without your opponent having a chance to silence your minions. Let your opponent play their turn, then on your next turn, after you take 4 damage from Corrupted Blood + Fatigue, cast King Togwaggle, then Naturalise on him (or another one of your opponents minions), then end turn. Your cards will have switched decks, so when your opponent draws through Naturalise, they will take at least 24 damage ((2×3)+1 fatigue, then (4×3)+2 fatigue), followed by an extra 27 damage ((8×3)+3 fatigue) when their new turn begins — a total of 51 damage
The alternative, if you feel your opponent wont be able to silence your Hakkar, the Soulflayer, is to hold on to both Naturalises and let your opponent kill Hakkar for you. Then when you play Togwaggle and Naturalise twice, your opponent will take 24 damage from the first Naturalise, then a massive 79 damage ((8×3)+3 damage, then (16×3)+4 damage) from the second — enough to wipe out any opponent.
It’s a bit of a cheese deck, but it’s a fun way to use a card which may otherwise be turned to dust.





















this is one of the biggest cheese decks ive ever played. it feels so amazing when you end up pulling off the combo