Mulligans
General Mulligans
The early game often plays very similarly to Odd Rogue. You want an early board presence, and you want to use your Hero Power (2 attack + 2 Armor) to clear any minions your opponent plays.
Aggro Mulligans
The priority here is to contest the board early against Aggro and prevent them from building too much momentum. Later, you'll have resources to overpower them, but early on you have to them from snowballing their board presence.
Control Mulligans
Against Control/Combo decks, you need to start bringing damage. Spellstone and Naturalize remove early taunts that could prevent you from taking the aggression.Druid
I got a copy of Oondasta in a recent pack and decided to play around with the idea of an aggressive Druid deck that uses a big beast package and Witching Hour. It’s been surprisingly effective so far! I’ve beaten several meta-class decks–Odd Paladin, Wall Priest–with surprisingly little trouble.
In the early going, the deck plays like Odd Rogue. You remove threats using Hero Power while putting on some pressure with early minions. It is also pretty easy to charge the Spellstone with armor gain, to use against big threats later.
In the later part of the game, you start bringing out the big beasts! If you can play Oondasta, you can start multiplying large threats very quickly. Witching Hour can bring back a Witchwood Grizzly or Amani War Bear at full strength, or it can bring back Gonk or Oondasta. Either way, it is a great value.
In my test play, Gonk, the Raptor has been surprisingly effective. The most amazing effect was against Odd Paladin. You can clear a whole board with a Hero Power and Gonk, even if some of the minions have two health.