Mulligans
General Mulligans
Never keep your draw card, they will come naturaly as the game goes on, just mulligan for raw minions, otherwise you will lose all the tempo. Backstab is great to early game for trading and removing threats. You always want mana reservoir on the early game and also because of that you may want to keep witchwood piper. You also may want to keep one of your big minions, as you otherwise you will end up wasting all your removal very fast.
Midrange Mulligans
Given the deck you may feel safe playing portal keeper at turn four, but either way you want to it anyways.
Combo Mulligans
This deck may end up being kind of slow to beat combo, but its not imposible.
Control Mulligans
If the game will be loooooong having togwaggle's scheme since the very start of the game can guarantee the win by itself.
This is a deck i been trying to build since the most recent expansion came out, and i think i actually found something, but it may get still better. The deck is actually somekind of spell damage rogue with lots of card draw, but i decided to name it that when i realized that i was running a lot of daemons on a rogue deck, wich may not be the usual; but there is no daemon synergy unfortunately.
The thing with daemon portals and the spell damage shenanigans may look they have any sinergy on paper, but due to rogue spells they end up working very well in this deck.
I managed to build the deck with many legendaries just because i have them, but im pretty sure you can still play the deck without them; tough i cant tell you what cards to run instead at the moment.
The deck plays kind of control but due to rogue lack of healing you may consider turning the aggresive role at a certain point of the game. I just have to say that i found it very fun to play.
Mana Reservoir is a very tough card your opponent will struggle to deal with specially on the earlier turns, where you may want to use your spells to remove your opponents board. Playing it earlier i also the easiest way to activate Spellbook Binder.
Witchwood Piper is on the deck to tutor for your spell damage minions in case they decide to stuck at the bottom of your deck. It also makes Gral, the Shark more consistent.
Barista Lynchen is the most recent addition to the deck, and i have to say im not already really sure if its worth. I added her because i was lacking and extra body on turns 6-ish and the extra value is welcome, but i would never expect to get more than one card from her.
Now my most favorite part of the deck; Togwaggle's Scheme is an obvious addition to the deck, as you will end up drawing your entire deck very quickly, but i would specially recommend to run both copies because runing just one turns out to be very unconsistent, and also because you can wive your second one a speciall use. The cards you mostly will want to add back to your deck are both Portal Keeper and Portal Overfiend. Tak Nozwhisker is also very great within this deck you will easily find yourself in a point where you almost no cards in both hand and deck so returning having that extra value is really very great, though doing the combo on the minion you want wont be that easy, so i would recomend to seize the opportunity when you can.
Also remember that Tak Nozwhisker not only sinergises with the scheme, but also with bot Portal Keeper and Portal Overfiend . The thing with Tak and the scheme is that Togwaggle's Scheme can also target enemy minions letting you play some fun shenaningans that your opponent wouldn’t expect.
I also have to say that Eviscerate is a really great card that i just cut during the procces in order to add some cards that i wanted to include, but im pretty sure i should be running it so maybe end up fixing the deck in a couple of days.