Mulligans
General Mulligans
If it draws a card or gives us Mana we want it in our opening hand, aim for a curve or combo gains on Mana. Branching paths is a situational choice with your other cards ramping well and you can use it for draw on 4 or 6.
Ramp and keep yourself alive with armor gains until you’re down to 1-3 cards drop hakkar if he’s silenced floor. Tog and draw them with Naturalize for around 50 or so damage on your turn alone, perfect for those pesky odd warriors and other druids.
Mulligan for ramp (nourish, wild growth) and early cycle draw (wrath, ferocious roar)
Goal is to be at 10 Mana with 2 cards drop hakkar he does leaving only his blood left in your deck, swapping decks causes them to draw between 3-9 blood on the first draw plus fatigue for:
(Low end) 3*3+1+2 = 15dmg
(High end)3*9+1+2 = 30dmg
second draw there’s 3-9 blood already in the deck:
(Low) 3*9+3+4 = 34dmg
(High) 3*27+3+4 = 88dmg
And they will have a third draw on their turn if somehow they lived through all that.