Mulligans
General Mulligans
These are the cards I mostly keep in my starting hand. You'll be drawing cards from turn 1 so it doesn't really mater that much. Keeping C'thun means you can throw out your Galvanizers asap so there's more roam top tap away.
This deck combines and old theme with a new one:
I always love playing Reno decks I’me having them on and off for every class. It’s just so much fun. The problem was it gets out value-ed a lot and got no solid win condition. Now we got one with .
Strategy is simple, churn through your deck with your hero power and some extra card draw.
Combo is discount your Mecha'thun either by your two Galvanizer or a Emperor Thaurissan tic. Sometimes you get your Cataclysm discounted as well which renders the need for Bloodbloom obsolete and you can use that card another card like a Kazakus potion. 😉
Deck is super fun in my opinion as of 08-08 I’m 20 – 10 with it . And some of the losses were due not respecting opponents burst damage.
I’d like to hear other people’s thoughts on this deck. It’s very versatile and below are my current pondering on choices and options.
Ponderings:
Maybe:
Dread Infernal Haven’t tried it yet. Doesn’t feel needed.
Dirty Rat Might kill myself due it RNG?
Explosive Sheep, Corrupted Seer & Primordial Drake
The Black Knight just simply kills The Lich King and upcoming Magnetic shenanigans.
Charged Devilsaur Sort-a-removal for a big guy.
Mountain Giant ”Threat” to make your opponent waste time on removing it.
Out:
Bloodreaver Gul'dan: Out, to slow never needed it. The turn before you go off
Felsoul Inquisitor Just too weak stated for a four drop, thought I might need the healing.
In:
Drain Soul Needed more early interaction/removal.