Mulligans
General Mulligans
Your main win condition requires you to draw through the majority of your deck. The main ways to do this is by playing power cards Call to Arms and Crystology. Crystology on turn 2 always gives you an efficient use of your mana for turn 3. Call to Arms is still great at 5 mana.
The Main goal of the deck is to OTK your opponent through the Paladin Death Knight and Zola+Panda effects to get extra horsemen in your hand.
The Deck runs two different tutor packages to help turbo draw through your deck to assemble the combo. You really want to be playing the Death Knight by turn 9 as often as possible to keep up with both aggressive decks for a huge life swing and combo faster than the other combo decks. Crystology and Call to arms act as both powerful ways to thin your deck whilst still impactive the board with a swarm of minions to keep your opponents distracted while you assemble the combo.
Board Clear combinations of the traditional Equality + Pyro/Consecration have been bolstered by the addition of Shrink Ray. Shrink Ray helps give you a greater density of clearing pieces whilst also being insane against quest rogue and deathrattle hunter/rogue decks.

























