Mulligans
General Mulligans
Crystology is the big one, as it can fill your hand early and get you going. Thekal is obvious. Great turn3 play, you want his effect early. The other choices are for survival to allow you to get to the end game when you can play your massive board swings. Only keep corpsetaker if you have at least one of the other options.
A buff paladin with multiple late game win conditions. Early game you stall and hopefully get a crystology to get the game going. Mid game you play some taunts and start buffing minions, especially immortal prelate, which can later be pulled with Call to Arms for a nice swing turn. Late game you play lynessa, undatakah (getting prelate and egg deathrattles) and Kangor’s Army to swing the game in your favor and hopefully win. A weakness of buff paladin has been lack of card advantage and vulnerability to silence. Hopefully the two crystology and the single call to arms addresses the first issue, and for the second the deck has so many silence targets the opponent can’t possibly hit them all. I suspect it may need more card draw, but we’ll see. Acolyte of pain could be good with all the buffs and wild pyromancer. The deck also has a small heal package to try and survive against aggro, along with some taunts (which crystology tutors to ensure you get something to deal with aggro).