Mulligans
General Mulligans
Ideally, you want to draw Malchezaar's Imp and Cataclysm in the first few turns, and not draw DK.
You’re basically racing to get Malchezaar’s Imp and Cataclysm by tapping as much as possible. Once you have eight cards in hand, you can play Malchezaar’s Imp, then Cataclysm, and you’ll discard six cards (followed by six card draws), which will activate the quest. It feels bad to discard the DK, but if you can activate the quest on turn four or five, it’s worth it. Ideally, hopefully you didn’t discard too many important cards, and then for the rest of the game you can do cube things. Even if you don’t get the cataclysm combo early on, there’s enough cubing and whatnot to keep you going. When this deck works, it’s amazing!