Mulligans
General Mulligans
Obviously your opening hand will want to include 1 of the 8 early game minions that are in your deck. Supplement your 1, and 2 self-damage drops with a Spellstone, and Hellfire is ideal for shutting down very aggressive decks. Dreadlord can be kept in your opening hand if you're playing second, but if you're playing against a control deck it's better to look for Skull. If you have Skull in the opener it should almost always be kept, as even against agro this can allow you to stabilize before you can be killed off, in typical Control Warlock fashion. Shroom Brewer is just not ideal to keep in an opening hand; it's stats are fairly weak, only heals for 4, and it's an incredibly weak play in a lot of situations for T4. It's a good tempo play for T2 Tap/Homunculus, T3 Tap/Librarian, into T4 Shroom Brewer vs. control, but beyond that not a very impressive play.
Looking to win on a big tempo play, rather than holding out for a perfect end-game Star Aligner combo, this deck has just enough early game to lead into big mid-game plays, able to throw out huge threats, and even though it does not run defile, being able to duplicate Dreadlords makes this deck very difficult for agro to get over. 1 Shroom Brewer, and 1 Spellbrearker for utility, because Shroom Brewer can also be a combo card played with Portal + Glinda. The crucial thing to understand about this deck is that you do not always need to hold Prince, Portal, Glinda, or Faceless to pull off a perfect Star Aligner combo. Each of these cards are interchangeable, and can be used at any time to supplement more pressure. Dropping a Summoning Portal after a clean trade, or Prince on a Dreadlord can be a perfect play to setup to explode.
Early game will typically consist of regular handlock/control lock playstyle, where you look to fill your hand by tapping, and occasionally dropping a 2 drop, or coining Hellfire in order to get a pumped Reaver into play as quickly as possible. It’s possible to play your huge threats around slow deck removal by spacing out your threats, so that if specific cards are left unchecked, you will be able to make a big play to finish the game out before OTK can be achieved. Double Faceless on a Doomguard T10 (15), Star Aligner Combo (21), or by simply beating them down with a constant board state. Coin + Skull T4 into Taldarim/Faceless on Voidlord is typically a game ender vs. any midrange/agro deck. Faceless can also be used on the enemies big threats like Lich King, Obsidian Statues, Mechs, etc. With a lot of disruption, heals, and board swings, and capability of burst damage, the deck has a lot of potential.
Obvious sideboard cards are Zilliax, replacing either Shroom Brewer, or Spellbreaker. Drop 2 Plated Beetles/Gnomeferatu for 2 Defile, or Rin for longer matches (typically Warrior meta), and another Voidlord. Glinda + Zilliax can either make 1 huge Zilliax, or 3 normal Zilliax, depending on the type of matchup, and how badly you need emergency taunts/healing at the time. Or even 2 6/4 Zilliax if you haven’t used your last Faceless. With so many variables, and unpredictable plays this deck is capable of, it should be easily to find a way to win the game in most situations.




























