Mulligans
General Mulligans
Your best mulligan usually will include a Wild Growth into Crypt Lord, Ironwood Golem, or Oaken Summons. These should buy you enough time to get to the late game.
This is my custom Druid deck. I was trying to think of a fun and interesting way to use the new Kobolds and Catacombs minion Silver Vanguard, so I built a deck around that mechanic.
The general idea of the deck is the stall early with Crypt Lords, Ironwood Golems, Oaken Summons and Spreading Plague until you can reach one of your win conditions.
The deck as I have played it has basically 2 win conditions. The first is an OTK with charged Devilsaur, Spiritsinger Umbra and Carnivorous Cube. Basically you either need a Silver Vanguard or Giant Anaconda on board that will recruit a Charged Devilsaur from your deck or hand, or have played the Charged Devilsaur the previous turn without it being removed. Then you hit face with the Devilsaur, play Spiritsinger Umbra Carnivorous Cube the Devilsaur(spawning two more), and kill your own Cube with either Naturalize or a fully upgraded Spellstone, for a total of 4 Charged Devilsaurs. This is a 35 dmg OTK combo that only gets stopped by taunts or ice block, but even if they have a taunt you can kill it with the first Devilsaur and still get 28 dmg to face.
The second win condition is less complex and comes in the way of the Violet Wurm. This one is generally easier to pull off, all you need is to get a Violet Wurm on board either by playing or recruiting it. By itself it is already a 7/7 body which isn’t terrible by itself but the win condition comes from its deathrattle. A lot of the times your opponent will kill the 7/7 body but ignore the 7 1/1 that flood the board. This plays into what the deck is trying to do because then you can buff the grubs with any combination of the 2 Power of the Wilds and 2 Branching Paths up to a maximum of 7 6/2 grubs for 10 mana. I chose to put Power of the Wild and Branching Paths instead of Savage Roar to increase the consistency by allowing for the flexibility of those cards. You can use Powerof the Wild as an early body against aggro without ruining your Oaken Summons consistentcy and you can use Branching Paths as either draw or armor gain depending on matchup.
There is kind of a 3rd win condition in The Lich King as well, but it’s not as consistent and generally just helps you create your big late game board.
Hope you enjoy this deck if any of you try it out and I’m open to any ideas to improve it.