Mulligans
General Mulligans
Always keep clear the way and mulligan pretty agressivley for it as it is by far your best turn 1 play. If you have it then you can consider greedier keeps based on how you think you might curve out.
Master's call is also a keep as you will almost always be able to play it even vs aggro and it is vital to prevent you from gassing out. Desert spear is also a keep as it enables so many of your other cards.
Diving gryphon is a reasonable keep but it can feel a poor choice if going first vs certain decks.
Springpaw, animal companion tracking and dire frenzy are more situational and depend both on the matchup you are expecting and the rest of your mulligan.
The additions of clear the way and diving gryphon give midrange higher burst potential and the ability to swing the board on key turns in the midgame. Against control decks which are able to stem the bleeding quickly you will often want to assemble a burst damage combo with tundra rhino and timber wolves.
Notable exclusions from the deck are deadly shot, marked shot and shimmerfly. However, I have not had problems dealing with tall boards and the double tracking allows you to consistently find master’s call/zuljin which means you rarely run out of value later in the game.
I belive that this deck is well placed in the meta right now as it steals wins from the bad control decks being ran and can shut down aggro hard, especially if you land a dire frenzy on scalehide (which is now more consistently hit with diving gryphon). The biggest problem matchups are decks like dragon highlander mage as the tempo swimgs from the highlander cards can be too much to deal with. Once decks become more refined I expect this deck to loose power relative to the rest of the meta but for the moment it feels strong to play with.