Mulligans
General Mulligans
These cards are all important to get early in order to assure you can both start thinning your deck, maintain board control, and keep your hand full and healthy. With the addition of Pocket Galaxy, it makes it an easy decision to throw out any of your combo early.
However, if you are worried Pocket Galaxy can interfere with your Simulacrums, you decide to keep Sorcerer's Apprentice or Simulacrum in order to do them early.
The main point of the deck is nothing new, using Sorcerer’s Apprentice in combination with Archmage Antonidas in order to fireball your opponent’s face to death. However, with the addition of new cards and decks of the new season, I have been attempting to see how I am able to change the deck to spice it up, whether it is a good deck or not is yet to be seen.
Research Project is just another card that helps you thin out your deck and draw into your combo, though it makes your opponent draw cards, like Druid’s Biology Project, which can actually help you accomplish your combo faster, still tends to benefit you more than your opponent. Speaking of Biology Project, it can help you play Luna’s Pocket Galaxy even quicker to lower the chance of your minions being drawn.
Stargazer Luna was also added because it is a low-cost minion that like Arcanologist can help you maintain board control, soak up some damage, and draw through your deck faster.
Luna’s Pocket Galaxy is another important card added to the deck because it can either be amazing and help you play the full combo quickly or become a dead card in the deck. Overall, even if it doesn’t reduce Archmage Antonidas, it can reduce Leyline Manipulator or even your Sorcerer’s Apprentices, to help you set up the combo. However, it can also cause problems with Simulacrum because with all minions costing 1 mana, you cannot guarantee that it will copy your Sorcerer’s Apprentices which is why it may be important to have both in hand to increase your chances or Molten Reflection in order to make up for the combo being screwed up. In the end, I tend to find that even if you cannot make the Fireballs cast 0, if done well you can manage to play enough in one turn with even 2 or 3 Sorcerer’s Apprentices to kill your opponent in 2 turns.
While the deck may not necessarily be an improvement on the original deck, I thought showing some of the new ways you can manipulate the combo may interest some.

























