Mulligans
General Mulligans
Keep the quest if you think there's somewhat of a chance that you'll be up against control. Only mull it away if you are SURE that you are facing an aggro deck. This deck should steamroll aggro if you dump the quest. Note that your opening play will likely be turn 1 quest, turn 2 HP, and turn 3 play a 3-drop (on the coin it's turn 1 quest, turn 2 HP, turn 3 play a 3-drop, turn 4 HP + coin + 3-drop OR turn 1 quest, turn 2 coin + play a 3-drop, turn 3 play a 3-drop)Aggro Mulligans
Mull the quest and grab your defensive early drops
Control Mulligans
Keep the quest and your low-cost draw/taunt generation cards.
Baku Warrior seems good because of how broken the upgraded warrior HP is. And, as it turns out, many cards that are vital for quest warrior are odd mana. We are missing removal tools (execute, blood razor) and some fantastic taunts (saronite chain gang, primordial drake), but hopefully we can make up for that with some new tools in the Witchwood. As always, keep the quest if there is somewhat of a chance that you will be up against a control deck. Only mull it if you are sure that you are up against an aggro deck that you can grind out with your HP and taunt minions
Notes:
1. Shield Slam takes the place of Execute as your primary removal tool. Use it wisely.
2. Town Crier plus 3 rush minions (2 Rabid Worgen and Darius) form a neat rush package that can slot into this deck without disrupting anything. This can help control the board in lieu of blood razor
3. Phantom Militia should be saved for 2 plays when possible. Hopefully 3 if you have the time to set up
4. Harrison is here for anti-Skull tech.
5. Countess Ashmore can draw from rush (2 Rabid Worgren and Darius) and deathrattle (Direhorn, Applebaum). Average cards will be probably 1.75

























