Mulligans
The main objective of the deck is to take advantage of Darkest Hour to bring big minions into the board.
Deck is kind of difficult to play, and suffers against aggro decks if you can’t succesfully remove their board before turn 6.
In the meantime, you will need removals to try to maintain your life above 20. Cards such as Shadow Bolt, Hellfire or Plage Of Flames in combination with Rafaam's Scheme or Fiendish Circleare your best tools to get to turn 6 with a decent amount of life, and therefore they are the cards you should try to keep on mulligan.
SN1P-SN4P and Curse of Weakness also help in this task.
Plot Twist may be used when you simply have a bad hand (more than 2 big minions in hand) or in combination with Fel Lord Betrug which makes an awesome combo.
Also, this deck lacks some consistency, because using Darkest Hour effectively requires at least 3 minions on board into turn 6, and that is difficult taking into account your opponent usually has board advantage. You can also use Curse of Weakness the same turn you play Rafaam's Scheme or Fiendish Circle to help your minions to be alive on next turn.
Another option is using Rafaam's Scheme and Darkest Hour both on turn 9.
I have been some time tweaking this deck, trying with two Blatant Decoy or two Aranasi Broodmother, and maybe dropping Zilliax and Safeguard (note that both of them are robots, and you may take advantage of that sinergy), but this is the best I’ve got for now.
Other big minions you could try would be Mountain Giant, Sea Giant or Jumbo Imp, as those could also enter the board from your hand by 5 mana or so. You could try any other big minion with either Rush or Taunt such as Living Monument or Amani War Bear.
Also, Dollmaster Dorian or even Supreme Archaeology could fit in this deck, but I don’t have any of them.
Lastly, if you feel extra greedy try Expired Merchant or if you are facing a lot of aggro decks you could also try Infested Goblin