Mulligans
General Mulligans
Obviously always Wild Growth. Beastmaster less so but Instincts is core to your combo, also obviously never take devilsaur with your mulligan as it will ruin Instincts' effect. Alchemist and Void Ripper are also vital to the combo. Naturalize is the best and cheapest removal in this deck and should also be considered keeping. Branching Paths (depending on the matchup and your hand for amour or draw) and Nourish (almost always for ramp) are good options, too.
Aggro Mulligans
Your only defensive options. But don't mulligan over combo pieces, if you can't pull off your combo soon you're done anyways.
Simple idea, in the perfect scenario you draw Charged Devilsaur with Predatory Instincts while Untamed Beastmaster is on board. Then you summon a 9/16 (or a 9/18 depending on whether Beastmaster triggers before Instincts or afterwards) with Charge through Stampeding Roar and use either Void Ripper or Crazed Alchemist to swap the Devilsaurs health with its attack and through various ways of removing a possible Taunt (Lesser Jasper Spellstone, Naturalize, Shieldbreaker (last one only if you used Alchemist or have the coin)) you can attack for 16 or 18 face.
Originally I wanted to include Witchwood Grizzly as a fallback option if you already drew both Devilsaurs, but the combo with him has to wait a turn (since he doesn’t have Charge) in which the probability of your opponent removing him is just too high to be consistent enough (providing your opponent playing control or combo decks knows the combo).
I replaced him with Carnivorous Cube to have the late game fallback plan of the Witchwood combo deck using Witching Hour, Cube and Naturalize. If you want to play the original version with Grizzly just replace the 2 Cubes with 2 Grizzlys.
Good luck with the deck and let me know how it worked for you at what rank please 😀 .
























