Mulligans
General Mulligans
Generally, these cards are good for curve. They are also good going first if you have a 2 drop, 3 drop, 4 drop. On going second, Mistress is good and Volatile Elemntal and Tortollian Shellraiser.
Aggro Mulligans
For Aggro, there are cards that can slow the opponent down with healing, removal and taunt. For Pirate Warrior with the coin, Quest coin Mistress (or just take the hits and play quest to play mistress next turn or Volatile).Second turn Volatile. Then Third turn if you didint coin, coin Tortollian (if needed). Going first, Mistress can be a waste. Just play the quest.
Midrange Mulligans
The same as control. But without Loot Hoarder/Volatile. Twilight summoner so he can't die as a 5/5 instantly.
Combo Mulligans
This deck can't stop exodia Mage unless you get the cards with copying a opponents card from their deck and getting iceblock, or mana bind to steal ice block to ruin their combo. For quest rogue, Volatile, Loothoarder, Mistress, Tortollian and Board Clear if starting hand is amazing on going second and you can survive till turn 6.
Control Mulligans
For Control, if going first you want early cards with good value and stats.
This deck, at the start of the game focuses on completing the quest fast and efficiently (e.g. Crystalline Oracle,Loot Hoarder,etc). At around turn 4, when you play the smaller deathrattle minions your quest should be on 3 or 4 of the way finished. That is when the value part of the deck starts. A lot of 4 cost minions in the deck (If you are at a disadvantage), Bring the game back towards your side. Turn 4 Tortollan Shellraiser, into turn 5 Drakonid Operative. If you don’t have the ability to discover, play the smaller deathrattles together with Mirage Caller, or Combo Spiritsinger Umbra with a 1 cost Deathrattle. Turn 6 gets you boardclear if your behind on board or get more value out of Mirage Caller/Spiritsinger Umbra. Turn 7, you should have a lot of cards in your hand, and the opponent should have 5 or less. Finally, Later in the game you have so much value from your cards you can do pretty much anything. The opponent has little to play, you have a lot. Amara Warden of Hope helps fatigue and late game aggro. Volatile Elemental Helps with early game Aggro. This decks weakness is very bad draws. For example, I can survive a quest rogue up to turn 5/6 with no boardclear. If after that you have no boardclear,you can lose easily. Book wyrm is not a must. I just find it helpful. Nzoth can turn the board into your control as you have taunts. Mind Control is for Fatigue.






























