Mulligans
General Mulligans
In general you want your power plays (tidecaller -> rockpool, CtA), make sure to grab the board early. Think ahead about how exactly your turns will be sequenced when you are deciding your mulligan. Sometimes you can keep higher drops (like Seer) if you have a good 1 -> 2 curve already
Aggro Mulligans
Dire mole and Righteous Protector shine in aggro matchups
Control Mulligans
If you know you are up against a control deck and you have a reasonable curve, you might want to consider keeping divine favor to guarantee a reload in the midgame
Murloc Paladin will still be a thing in the Witchwood. We lose Vilefin Inquisitor, which is a huge hit. But since we are in a rotation period, the power level of most decks will be decreasing, so this deck will still be workable. With the power of Call to Arms, Tarim, Righteous Protector, and the always-broken Tidecaller -> Rockpool opener, anyfin is possible.
Some notes:
1. We need dire mole since it is the most acceptable 1-drop available to us
2. I threw in one Sound the Bells! It might end up being quite strong due to it’s flexibility, but we need to test it first
3. Amalgam is actually good because most murlocs are understatted. I put it in as a 1 of, but we could bump it to 2 if it performs well and doesn’t run into too many tech cards
4. Double BoK for warlock, though with silence/transform effects running around it might be bad
5. One silver sword as the ultimate finisher. Seems like it has a lot of potential as long as you have some semblance of a board. Can create automatic 2/2 with hero power.
6. Steed could be a good addition here, but I think this deck is aiming to be the beatdown in most cases. But steed is ridiculous so I might throw it back in at some point.























