Mulligans
How to play this deck
1. Always mulligan for 1 drops in your hand unless you have coin (Duh).
2. Figure out when is the best time to trade or go for face (Usually <20 life you don’t trade if it can put them below 10 unless you are likely to get board wiped).
3. Learn the appropriate time to KC/QS a minion over saving it for your opponent’s face (Calculate if your minion being able to survive on the field will output more damage).
4. Don’t be a wimp and start trading i.e. 2/1 for 4/2 when you have a fat chunk of damage that can go face. The only thing you should be trading is something like a 1/1 for a 5/1, or minions to run over a taunt. You’ll always be winning the race to the end if your opponent doesn’t trade with you.
5. This deck is horrible versus reno priest and reno lock, don’t expect to win unless you get lucky and draw really well and they don’t draw their early game outs because most of the time they will stall to turn 6 and drop reno at which point you’ve lost because the deck has run out of gas. In order to beat reno/taunt decks you’d have to use a totally different deck because this one is better suited versus aggro/mid-range.
Considerations:
If you don’t have a leeroy, you can switch it for another beast rager, or charge minion. The deck will still be really good.
I run 2 weasels and 1 worgen rather than 2 worgens and 1 weasel because: It makes the deck more consistent by having another 1-drop, and beast, and its effect is great if you cycle it into your opponent’s deck early game and they draw a blank because of it (Possibly denying a lethal turn from aggro, or a board clear from control).
If I find myself losing a lot of matches where I played the weasel and I found the 1 extra damage would have made the difference, then I’ll switch out 1 weasel for 1 worgen, but I’ve had a lot of games where opponents have drawn blanks because of the weasel, and I don’t mind having the card cycled back into my deck as the likelihood of me drawing it before the game finishes is unlikely.
I was initially running 2 beastragers, but found that a lot of times their effects would not hit any target, which FMPOV defeated the purpose of running them. My belief is that in any hyper-aggressive deck, you need to make the most use of every resource and if you’re running cards which often times do not have their effects utilized, you’re not running and efficient deck to win the game. So I removed 1 beastrager and put the worgen in place.
I’m still trying to figure out a way to make this deck faster from the early game, as much as I like argent squire, it’s a really slow card, however it trades really well with other aggro decks which is why I run it. I am very conflicted on kindly grandmother as well, stat-wise it is a great 2-drop but its initial impact of 1 damage might be too slow, so I’m thinking of swapping out the grandmothers for huge toads.
So the card pool which I will shift after more testing is: Argent Squire, Kindly Grandmother, and maybe -1 weasel. Those two cards are great to deal with early board clears, but at the same time I’ve often found myself in situations where my opponent easily pings off my gran or argent then launches the clear anyway, so it effectively makes no difference besides maybe saving my face a little bit of damage. I think this is not a strategy to win the game, but rather ‘not-lose’ because trying to play around potential board clears by siding in weaker cards takes away from the overall theme that the deck is running on.