Mulligans
General Mulligans
Imp/geode always keep, fracking and harp seem decent but might not be right in certain matchups. Would only keep enchroaching insanity into control and pupil with a good spell to pair it with.
Can also keep a tempo start like glacial shard+snow shredder as this buys a good amount of time to draw.
Updated list:
Took out 2x eat the imp for 1 more furnace fue and fannottem (the 15/15 lifesteal legendary, it doesn’t show up in deck builder for me so added deathwing as placeholder). Not sure why i wasn’t running fanno at first as it fits the deck perfectly and can be an important lifeline vs aggro.
Eat the imp felt a bit clunky to use often needing you to play a minion suboptimally to enable the draw, furnace fuel acomplishes mostly the same thing with higher high roll potential from fracking.
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Combo deck leveraging slippery slope, eat the imp and fracking to reach deckout by turn 6-8.
You can then leverage that draw into building fatigue and killing the opponent with crescendo.
Fizzle provides flexibility in how you use the combo pieces and vs a slow control deck can allow for disgusting damage potential.
Vs aggro popgar to heal can be necessary but you usually only need 1 of fizzle/popgar to kill the oponent if you make it to t8+.
Pupil is really nice allowing for turbo ‘draw’ with fracking or adding multiple copies of crescendo to your deck.
List feels good but could likely be refined. 1 copy of eat the imp might be correct as you can often draw better with fracking/slope and while baritone imp is nice to build fatigue/as an early 2 drop its not very necessary purely for the combo.
Darkmarrow is the worst card in the deck and is essentially the deck’s ‘patches’ but necessary for the dk cards ofc.