Mulligans
General Mulligans
Always keep Lab Partner and Violet Spellwing
Keep Unexpected Results if you have Lab Partner
Keep Black Cat if you have a 1 drop
Aggro Mulligans
Keep Firebrand going first and Flamewaker going second
Keep Shooting Star against Pirate decks and Odd Paladin
Keep 1 Devolving Missiles against decks that can snowball minions (Even Shaman, Aggro Druid, Discolock, etc.)
Keep 1 Daring Fire-Eater against 3-4 health threats (Totem Golem, Hench-Clan Thug, Ship's Cannon)
Control Mulligans
I would keep Flamewaker and Stargazer Luna more often against control because of how these cards can snowball
I would also keep Black Cat more often against control to develop some spell damage
Keep 1 Devolving Missiles against Voidcaller/Oaken Summons decks
The upcoming expansion brought a ton of support for my favorite deck, so I wanted to go through some of the new cards that might make the cut.
- Brain Freeze: A cheap freeze effect to protect our important minions like Flamewaker. I prefer this card over Ray of Frost because it’s a bit more proactive (1 mana for 3 damage vs. 2 mana for 2 damage). You could also run Arcane Missiles in this slot.
- Devolving Missiles: A very efficient answer to cheap buffed minions which are common in the Wild format, like Odd DH’s scaling minions, Even Shaman’s totems, and deathrattles like Voidcaller.
- Lab Partner: The best Mage 1-drop since Mana Wyrm.
- Combustion: Flexible removal that also gets additional scaling from spell damage. Could run 2 of these.
- Firebrand: Copies 3 and 4 of Flamewaker are great to have. While Flamewaker is a stronger long term threat, Firebrand is better at clearing early game boards combined with just a 1-mana spell.
- Ras Frostwhisper: This card is already better than Despicable Dreadlord at its base form, but with even a single spell damage minion it can be a complete blowout. On the other hand, I feel like this deck already does well against 1-health minions with all the missiles effects. Maybe cuttable.
- Unexpected Results: Not a new card, but now that we have a spell damage 1-drop I think this will much more consistently summon two 3-drops which is quite strong.
- Intrepid Initiate: I thought about this card a lot, but most of the time you want to be using your hero power on turn 2 and you don’t want to spend the Coin early with stuff like Flamewaker, so it won’t be active until turn 3. I still think it’s worth trying out.
- Sphere of Sapience: It’s really difficult to know how this card will perform without actually playing it, but on paper it can help smooth out your early draws.



























