Mulligans
General Mulligans
Dark Alley Pact is the best card in the deck—always keep that, especially if you can follow it up with an Endgame. Anetheron is great because you can play it alongside another card pretty early on, unlike a Mountain Giant, which is probably going to use up all your mana. Forge of Wills is great if you already have giants in hand, and Tidepool if you have spells.
Aggro Mulligans
Dark Alley Pact is a must-keep into any matchup, especially aggro. If its token dies, make sure to follow it up with an Endgame if you have it. Leading up to that, you'll want to try to clear the opponent's minions as much as you can with cards like Table Flip and/or Defile. Darkbomb is great because it not only kills a potentially high-value minion, but it can also tutor one of our spells (thereby replacing itself in hand). Goldshire Gnoll is valuable because it can deal with minions like Hozen Roughhouser that may otherwise be difficult to kill early on. Finally, depending on the spells in your mulligan, I recommend keeping Tidepool Pupil for some reload.
Returning with some new and powerful additions from the last couple expansions, Even Warlock can pump out giants more consistently than ever—and without folding to aggro, thanks to the help of the Traveling Travel Agency’s Imployee of the Month. The core strategy remains unchanged: tap that hero power until your giants, or giant-summoning cards, are green, then slap a Battleground Battlemaster onto the board and beat the opponent down. So, what’s different? Well, now we can copy those giants and give them rush with Forge of Wills. Further, the demons summoned off of Dark Alley Pact or Abyssal Summoner can spring right back with Endgame, and for just 2 mana. And finally, Tidepool Pupil, having joining the even club due to recent nerfs, can help us summon and/or exhume even more giants.
Not only has the core of the deck received a significant buff, but the survivability/stall has improved as well. For clears, we now have Table Flip, which provides a cheap and effective way of stalling against the many pirate decks on ladder. Paired with the classic Defile, and a Darkbomb for taking out a threat like Treasure Distributor and possibly tutoring one of the above, it’s unlikely aggro opponents will get very far against us. And, if they do, we can get a second wind with a giant—or a Goldshire Gnoll depending on the urgency of the situation—and an Imployee of the Month. I understand that there’s negative synergy with Imployee and Endgame, but it hasn’t been very relevant in my experience; we likely won’t play it into control, but we’ll want it badly enough against aggro such that the anti-synergy can overlooked (it isn’t very difficult to have a giant die last, anyway).
I opted for Abyssal Summoner over Molten Giant due to the demon synergy with the Summoner’s minion and Endgame; not to mention the fact that we’ll want to be healing with Imployee. In my experience, the only time you’re quickly cheating out the Molten is against aggro, and without taunt, it feels like a losing play.
If you’d prefer, you can swap out the Summoners for Molten Giants and the Imployees for another, or other, card(s) with a similar function. I’ve experimented with Pop'gar the Putrid and INFERNAL! in the Imployees’ slots, which have felt pretty good. You can even replace one of those with an E.T.C., Band Manager if you want to run a few odd and/or tech cards. In it, I might put Soulfreeze (stall and discount our Moltens), Tight-Lipped Witness (for Hostage Mage), and a Symphony of Sins (for fun, and because it’s an all-around good card).