Mulligans
General Mulligans
The mind control deck is a control deck with an emphasis on taking enemy minions. This deck both removes powerful enemy minions and adds one to your side of the field at the same time.
Aggro Mulligans
Aggro decks are the most difficult to handle since an aggro deck can quickly establish board and deal lots of damage through spells, which are both hard to counter in a deck with only a handful of minions.
Start of Game
Early Game
The early game can be controlled with spells like Potion of Madness and Shadow Word: Pain. Power Word: Glory is also an effective counter when cast on an enemy minion because it allows you to heal 4 health to negate or minimize incoming damage.
Midgame
Once an aggro starts to fill the board cards like Excavated Evil and Mind Control Tech come into play.
Late Game
Since an aggro will likely have few to no large minions, the late game can either be handled by either swapping decks using King Togwaggle to turn your opponent's deck against them, or if your opponent is within lethal range (10 health) you can use mind blast to deal the final blow.
Midrange Mulligans
Start of Game
Early Game
Mid-Game
Late Game
Combo Mulligans
Combo decks can be defeated by disrupting, or possessing, combos that your opponent plays.
Start of Game
Early Game
Mid-Game
Late Game
Control Mulligans
Control decks usually rely on a handful of powerful minions and cards to win the game. The key to defeating a control deck is to take possession of those key cards.
Start of Game
Early Game
Mid-Game
Late Game
Control Priest based on taking possession of enemy minions.