Mulligans
Combo Mulligans
Always keep your quest. You need it to make Blazecallers and Gyreworms your win conditions.
Fire Plume into Granite is the best starting hand possible. The discount on your elementals is amazing, especially since your hero power takes up 2 extra mana in most turns. Use Fire Plume to springboard yourself into playing an elemental per turn so you don't miss out on their juicy battlecry effects.
Don't be afraid to waste value by playing a Shale Spider or Eroded Sediment with no battlecry effect to jump-start your next turn. There will be moments where you might draw poorly.
Elementals have become crazy good over the past couple of years so I made one.
The main thing to note when playing this deck is that any card that says “battlecry: deal X damage” should be dealt directly to the enemy hero. Try to save these effects for when you can use the quest hero power. After that, you can rip apart 10 health with your Blazecallers and six with your Gyreworms.
Kalimos should almost exclusively be used to deal 12 damage to the face with his invocations. You should heal if it’s getting a little too spicey, but make sure you aren’t passing a possible opportunity to get lethal on the opponent.
Devolve is used for troublesome boards. Its main purpose is to strip the opponent’s board of any troublesome taunt minions. (looking at you, Obsidian Statue). Plus, it muddies up a troublesome resurrection pool for priest decks. If you are worried about a minion being resurrected/killed and don’t have a devolve, use Lilypad Lurker even if you think it might not be of high value. Most priest/deathrattle decks rely on having a nasty minion on the board and you could destroy their momentum if you frog their creature.