Mulligans
General Mulligans
keep things to play on 1 and 2. If you have something to play 1/2, keep Master's Call.
Midranger Hunter is losing Dire Mole and Crackling Razormaw, which guts its early aggression, as well as Rexxar, which shackles its value to our mortal earth. Master's Call is still very powerful
Game Plan
Not a lot to say. Play minions on curve. Master's Call into big Scavenging Hyenas. Slam a nice big Savannah Highmane on 6. Hit your opponent in the face until they die. Zul'jin on 10 if they’ve survived that long.
Card choices
- Dire Frenzy – gets better the more value oriented the meta is. Unclear if this should stay in the list, but we’ll see. Does enjoy Zul'jin.
- Zul'jin – This is mostly just a test. The spell line up is tailored for it (Deadly Shot and Unleash the Beast probably wouldn’t make the cut without it) so we’ll just have to see. It has some potential as a value bomb, which can actually matter in a meta where no one has infinite value. This deck lost enough aggression that it isn’t insane to be setting up for turn 10. That said, it still might just be too slow.
Other options:
- Wing Blast – been played in this style of deck before. Works fine. Worth consideration. Mediocre with Zul'jin
- Baited Arrow – very powerful when you do overkill with it. Not as good without Candleshot to set that up, but still seems powerful with Unleash the Hounds and Springpaw. Also mediocre with Zul'jin
- Lifedrinker – has the beast tag and it’s good in race situations as you get closer and they get farther away.
My guess is that ultimately Zul'jin comes out of the deck and it’ll look something like:
- -1 Zul'jin
- -1 Unleash the Beast
- -1 Deadly Shot
- +2 Lifedrinker
- +1 Baited Arrow