Mulligans
General Mulligans
Like all C'Thun decks, to turn the deck on, you need 2 Battlecry C'Thun buffs. Because of this, getting the early game C'Thun cards are absolutely paramount. Given the control nature of this deck, you can afford to even keep C'Thun's Chosen early, seeing how absolutely critical getting to +4/+4 is. If you have two Battlecry C'Thun cards, you can pump the breaks and go for a more control oriented curve. Twilight Elder is there to fill in the gaps, so if you have your +4/+4, mulligan him away, but if you don't, consider keeping him. Finally, Fiery War Axe, Slam, and Bash are simply just amazing cards to keep your opponent's early game at bay so you can survive to the late game where this deck thrives.
Draft 1 of a post-WotOG Control Warrior build featuring C’thun. The main idea behind this is both the potential of heavy armor gain from Ancient Shieldbearer in an attempt to fill the void left behind by Shieldmaiden leaving Standard as well as the sheer stopping power of Vek’lor.
Don’t think Juticar fits there. You don’t have many turns that uses hero power, even tough its more a control deck. Justicar have weak HP.
And Groomash, how to activate it? Its missing or a wihrlwind, revenge or Ravaging ghoul. I dont know i probably not adding Grommash.
And agree, Malkorok not that good.
In substitution of those cards i would add a doomcaller, armorsmith, elise, another crazed worshipper
Could probably use some more card draw.
-1 Malkorok is weak
Aggree with you. I would put Elise instead for 2nd win condition.
+ Carefull for Bloodhoof Brave, Priest can steal it. If the meta goes full priest, we need something else here.