Mulligans
General Mulligans
You're going to want some Tempo options in this list so you don't outright die against Aggro, while there ARE options, none of them seem that great, notably lacking a 1 drop, (yet running Snowflipper Penguin, although Penguin is meant as a Combo Piece of Buzzard, and a free draw, it's possible Timber Wolf simply fills that roll better, and allows for aggro plays as well.)
Mostly you just want to make sure you don't waste any important combo pieces in your mulligan, if you think you can hold on to a Dorian or a Buzzard, it's imperative that you do so, and attempt to stabilize so you can stick it.
Aggro Mulligans
the early game of this list, especially when playing against Aggro, revolves around sticking a Hyena and forcing your opponent to deal with it, in order to buy yourself some time, or have them waste a removal spell, it is by no means your only threat though, so don't worry about trading it out if it means stabilizing. You can even afford to waste a couple turns just scrounging for Combo Pieces, since, when it is assembled, it is fast and relentless, and smoothly transitions back into value tempo trades even if you don't find any, or lose them.Midrange Mulligans
Midrange is really where this list finds problems. Though it can trade efficiently, it finds it difficult to keep pace with a Midrange deck that has efficiently hit its stride, even assuming you have combo pieces, there is a serious lack of Taunt or hard removal in this list, meaning stabilizing may not secure a win.
Assuming you can set up an engine and not die though, your value should be comparable to Wall Druid, Top-end being largely unnecessary thanks to Rexxar, you can seriously pop off if given a single turn to yourself.
Combo Mulligans
Simply put; it's a race, and I don't know many combo decks that can hit their stride by turn 6, while hitting a turn earlier is possible with the coin, this deck is scary when your opponent lacks the removal to take out combo pieces.
Control Mulligans
You're not worried about Control at all; you do your thing, while they do theirs, if they Siphon a Buzzard, or Spellstone a Dorian, no big deal, just another removal spell gone, you have more threats to come.
A deck that revolves around Beasts; cheating Beasts into play, buffing Beasts, Beasts with value effects stapled to them.
There are multiple engines at work here: Dollmaster Dorian being the key piece, assuming you can stick one to the board, saying the game could end as soon as the turn after is no exaggeration. Although
Hunter
Mage
Rogue
Starving Buzzard is a Combo Monster, especially when you don’t have to pay for it, just smacking this thing down and Unleashing The Hounds is fine for an 8 mana 3-4 draw, if that’s what you want, but where it really shines is when used in conjunction with either Untamed Beastmaster, or Dollmaster Dorian, or potentially even both. Cheating out multiple copies of cards like Stoneskin Basilisk, or Arfus, while keeping a buffed version in your hand, and drawing another card for it is absolutely insane, especially when Dollmaster Dorian can combo off with Buzzard to potentially draw you several cards a turn for absolutely no cost whatsoever.
To top it off there’s some big creature drops like Savannah Highmane and Violet Wurm that can be pulled by Kathrena Winterwisp, but even as a 1/1 copy their Deathrattle is something to fear, but even pulling something not as impressive, like a Rhino, or a Hyena, or even a Penguin can sometimes be just what you need to start the draw engine, especially when Recruiting those minions means you won’t draw them for Dorian to hit a dud.
There’s some common staples to minion Hunter like Spider Bomb for some removal, as well as Kill Command due to the swath of Beasts, there was some consideration to cut these in favour of the Secret Package, but I personally decided against that route, since it would make Dorian less consistent.
One last thing I haven’t talked about, the cheap minions of this deck – the fodder – so to speak, Hunting Mastiff is obviously great for getting you multiple draws if you don’t want to waste card advantage, as well as having Rush to possibly remove some minor threats, Scavenging Hyena in and of itself can end games, even if it only starts off as a 1/1, and Stubborn Gastropod has always been a fringe consideration for Beast Hunter, but never found a secure home, until today, where a free 1/1 Taunt Poison in addition to the card itself is all the convincing I need to run 2 of these things.
Although it hadn’t struck me until I was writing this, Tracking would be a great card for this list, allowing selective draw to fuel Dorian, or simply to find combo pieces; I’d personally probably cut a snowflipper and a Wurm for 2 copies of it, but I’m merely posting an idea here, so the great folk of Hearthstone can consume and reproduce my theorycraft.
Thoughts and criticisms are much obliged, thank you for your consideration, see you in the Tavern.
You didn’t even fucking reply, yet you downvoted this, just wanted to let you know, you’re a piece of shit
Find the updated version here: https://www.hearthstonetopdecks.com/decks/cheating-beasts-revised/#
I made some mistakes with the Class Headlines, never really used this Website before, woopsies.
Just read it as if it were a single page, ignore Mage and Rogue there.