Mulligans
General Mulligans
The mulligan is pretty similar for most decks. We're primarily looking for Injured Tol'vir and Injured Blademaster - always keep these (and of course the quest)
Keep Circle of Healing/Divine Hymn/Psychopomp only when you already have either Injured Blademaster and/or Injured Tol'vir, otherwise mulligan them.
Mulligan Vargoth and Power Word: Replicate unless you have them both, in which case I recommend keeping them if you're not facing a very aggresive deck.
Aggro Mulligans
Against aggresive deck we're mostly looking to contest board control early on. Injured Tol'vir/Blademaster with Circle of healing are very effective at this (only keep Circle if you're also offered any minions. Without friendly minions Circle is not worth keeping). Northshire Cleric is another body, can draw us more cards (which gives us more Mass Hysterias). Extra Arms keeps things alive longer and makes even a small Northshire Cleric big enough to clear our opponents minions
Midrange Mulligans
Again, keep Injured Tol'vir/Blademaster to complete quest early. Circle/Hymn is worth keeping if you're also offered these but useless if you have no minions to heal. Extra Arms is nice to buff up some minions for a stronger board to contest theirs.



























I don’t seem to be able to add a description to this so for now I’ll put the description in the comments. Enjoy 🙂
The idea of this deck is to play cards such as Circle of Healing and Divine Hymn with injured minions to complete our quest early. Using our upgraded Hero Power on Recurring Villain or Zilliax can generate really sticky threats while Vargoth with either Power Word: Replicate (for 4 vargoths on turn 5) or Mass Resurrection can easily provide more threats if we don’t get the cards to finish the quest. Extra Arms can be used on Recurring Villain (or Zilliax) when the quest isn’t finished yet to make them more powerful