Mulligans
General Mulligans
In your staring hand you will want a method to summon a Doomguard, a Doomguard, a way to summon copies or a way to cycle to these cards. Gul'dan is a card to keep if in your starting hand but do not actively search for him (he needs to be played early so he can be a finisher at around turn 12). Even though Supreme Archeology is situational never get rid of it as you will not be able to receive the new hero power (you may want to replace some of the 5 costs with plot twist to get the hero power sooner or use Wilfred Fizzlebang). These Mulligans are the same no matter what style/class your opponent is playing- the speed of your deck needs to change against different decks though (when against aggro play slowly and keep the board clear until you can get 10 or more damage in one turn and try to get Gul'dan out early so you get the heal, when against control get damage done quickly and kill your own Doomguards so Gul'dan on turn 10 is a lethal).
The basic idea
This is a Doomguard based deck.
The aim is to get a board of Doomguards to kill the enemy in one quick burst. This is done using Skull of the Man'ari and Voidcallers to ‘cheat’ out the Doomguard and then the copies are summoned using Carnivorous Cube , Ectomancy , Faceless Manipulator , Corpse Raiser and Moat Lurker. Moat Lurker should be used to destroy either a Doomguard if you have Spiritsinger Umbra on the board or you have targeted it with a Corpse Raiser or destroy a Cube that destroyed a Doomguard. (The latter option will not summon Doomguards when the resummoned Cube dies).
Key Cards:
Doomguard , Voidcaller/Skull of the Man'ari (both aren’t necessary but it gives you more ways to summon), Carnivorous Cube , Dark Pact (to destroy the Cube or Voidcaller immediately so it isn’t silenced or transformed).
The late game
This deck is meant to end the game quickly but if your opponent shuts down your attacks there are a few cards that can change the game.
Both of these cards will give you a strong board presence, Gul’dan will give you a board (possibly) full of Doomguards but more often than not the Voidcallers are resummoned (still 5 5/7s with charge and 2 3/4s is a strong board that can almost guarantee fatal damage to the enemy).
N’Zoth will summon your deathrattle minions giving you a strong board presence as the stats will be very strong (most of the deathrattles will not have an effect as they require a battlecry to set them up).
Supreme Archeology
This card is only useful if the game drags and your big cards are in your deck, but it could change the tide completely, you will be able to reduce the cost of the last few cards in your deck (you could spend your mana on clearing the board after reducing Gul’dan or N’Zoth to zero). This card is highly situational and I would not recommend crafting it for this deck.Wilfred Fizzlebang would be a better card to use if you have him as you can play him turn 6 and use your hero power each turn you have him on the board.
Other Decks
If you craft use Supreme Archeology in a Fel Lord Betrug, Plot Twist, Aranasi Broodmother deck (I will be creating a version of cubelock and a standard deck for Betrug using these cards if the Uldum cards are strong enough).I will also be adding my Rinn The First Disciple rapid seal and my evencontrollock decks soon.

































