Mulligans
Aggro Mulligans
against aggro, you want to establish control of the board before trying to win, if you suspect they are murloc, keep your vanish.
Control Mulligans
Against control (mostly meaning freeze mage), headcrack is great value, and vanish is only useful if they play mirror image usually.
A fairly standard fatigue rogue, Headcrack is added in as a method of spell recursion.
I created a fairly similar mill rogue myself and this were the things i discovered:
1. Against about all versions of decks in this brawl, I can’t use vanish or even my deathlords carelessly. That’s why in the early game i focus on removing the biggest threats with small spells, leaving my hero strongly damaged when I enter the midgame. That’s why, if i don’t have the right answers on my hand by now (lets say there were no coldlights, no shadowsteps, no vanish etc) I need something to stall the game. I put two healbots in there and removed the fan of knives cards. I lost two cards I could draw, but considering almost everybody plays aggro here and even 1-drops have at least 2 health, I don’t think the aoe matters too much here.
2. As I already mentioned, the main type of deck in this brawl is an aggro (mostly deathrattle) type of deck.
That’s why if that is the case in a game, they will have tons of early game deathrattles. Spiders, Clockwork gnomes, leper gnomes etc. The strategy I used a few times already was letting him attack my face with this small threats several rounds, as i have a bit of armor already and still my healtbots to back me up. Popping his spiders or other deathrattle summons here is also essential to get the best out of my vanish.
3. I used elise in this deck. Why is of course, pretty obvious. You have a minion with a lot of health out there, ready to pop spiders, regain a small amount of board control etc. You put another card in your deck, which boosts your fatigue advantages, you get a spell out of it. For only 2 mana you draw another card and gain 3 armour, both are pretty good in this type of mill-deck. As you might already know, when you actually get to play the golden monkey, it might be one of about 5 cards (or more if you ganged up) left in your deck. The monkeys effect itself doesn’t matter too much here, despite of offering a fancy finisher. That’s also why it really doesn’t matter if you get it or not – it’s more about armour and a small carddraw combined with a health-heavy minion on your board.
Hope you criticise those thoughts in a pro way, as I started playing hs only a year ago.