Mulligans
The objective for this deck is to overpower your opponent through the sheer number and value of your minions generated through handbuffs and divine shield synergies. Handbuffing has been improved this expansion, and it may be strong enough to participate in the meta.
Step One: Mulligan for Smuggler's Run and Grimestreet Outfitter to buff early and regain board control.
The first handbuff cards tend to impact the game the most. Mulligan and draw to try and find them before you start vomiting minions.
It is OK to lose the board in the first few turns if you believe your hand can quickly reverse things with buffs. Buffed divine shield early drops can easily perform twice as well as your opponent’s minions.
Step Two: Gather handbuff targets for mid-game value.
These five are the best targets in the deck for handbuffs. I would be less patient using handbuff cards than the beginning of the game to get these rockstars out and performing.
Auxiliary
Sunkeeper Tarim and Spikeridged Steed are intended to support your existing minions or provide enough value to win back the board for another chance at victory. Rallying Blade should be used for board control even without divine shield minions. Small-Time Recruits is a good card generator for handbuffs. Acolyte of Pain is good as a target for buffs or to build your hand for other buffs.
Bolvar, Fireblood
Do not go way out of your way to buff Bolvar. In a perfect match, your buffed divine shield minions are ready to pop with his entrance, but realistically he’s great with just one or two ready. If you have Spikeridged Steed ready, I would even play him without divine shield minions for the expected value.