Mulligans
General Mulligans
In general, these five cards are the glue to stick the whole deck together. Facing a slower deck or a priest deck would begged to keep any of these five cards
Aggro Mulligans
Facing aggressive decks like the Murloc Paladin you will need these five cards, only keep Pint-Size Potion and Shadow Word: Horror if they are together in your mulligan hand, if you only have Pint-Size Potion, don't keep it.
The key cards that wins you the game is Medivh, the Guardian
combining with a Mind Control and a Free From Amber.
Using Medivh, the Guardian‘s weapon to create giant minions in the late game and flood the board with tech cards generated through the game by Ysera and Drakonid Operative to win games.
Early Game
To survive early game, cards like dustbreaker, Pint-point potion and shadow word:horror can get you through turn 6, if the opponent is play super aggressive, you should use shadow vision in earlier turns to find a Dragonfire Potion or even a Potion of Madness just to ruin some combos by your opponent.
































