Mulligans
Card Decisions
- Innervatefor Ramping. Nice to play Dr. Boom at 5, Dark Arakkoa at 6 and Twin Emperor Vek'lor on 7. Use it to gain Tempo. Twilight Elder in turn 1 or Piloted Shredder at turn 2 is very nice.
- Living Roots perfect play at turn 1 against Aggro.
- Wild Growth – Standard Turn 1: Coin + Wild Growth – perfect to gain Tempo. After Turn 2 you have to see if the additional Mana fits into your curve.
- Wrath is the Card to kill all the Tunnel Troggs or Mana Wyrms.
- Beckoner of Evil solid turn 2 Minion. There is just one of it because in most cases you ramp over turn 2.
- Mulch hard removal for other C'Thun, Thirion Fordring or Dr. Boom.
- Disciple of C'Thun nice to trade and push C’Thun. If you hold Twin Emperor Vek'lor and have an 8/8 C'Thun you can play it on an empty Board to get Value from Twin Emperor Vek'lor at turn 7.
- Twilight Elder solid Minion and forces removals. Nice turn 1 + Innervate play to get massive Tempo, pressure and C'Thun-Value.
- Swipe your only AoE Spell. Pair it with Azure Drake to deal with zoo decks.
- Eater of Secrets is your Auto-Win against Secret Palas and Reno/Freeze Mages. Against Secret Palas play it after his Dr. 6. Against Freeze and Reno play it when your enemy relys only on his Ice Block to life further.
- Klaxxi Amber-Weaver incredible Value. 4/10 is sooo good and forces a hard removal in most times. If you need the Tempo (Against aggressive playstiles) play it at turn 4 even without C’Thun-Value.
- Piloted Shredder best Tempo Card in the Game. Play it at turn 4. Just do it.
- Nourish is to refill your hand in most cases. Just Ramp if you can curve.
- Azure Drake – use it for card Draw and for Spell Damage.
- Sludge Belcher – hide your Twilight Elder behind it or play it on an empty board. It has incredible Value.
- Dark Arakkoa is the best C’Thun-Buffer in the whole Game. a 5/7 with taunt is so effective against any Deck.
- Dr. Boom is Dr. Boom.
- Twin Emperor Vek'lor is your second Dr. Boom.
- C'Thun is your main finisher.
Mulligans
General
Keep Cards for Ramping – Innervate and Wild Growth are your perfect Keeps. Look at your curve. If you have the Coin and Innervate you can keep Piloted Shredder or Mire Keeper to play it at round 1. If you have the Coin and Wild Growth you can keep Twilight Elder. Beckoner of Evil is your Turn 2 Minion. Keep it – it has nice tempo. Living Roots is perfect against aggresive decks but useless against control or control based midrange matchups (like Druid or Paladin). Wrath is a main keep to against simplay all turn 2 minions. Eater of Secrets can be kept against Secret based classes (Mage, Paladin).
With Ramp means you have Innervate, Wild Growth or Coin on your hand.
Druid
Innervate, Wild Growth, Wrath, Beckoner of Evil, Disciple of C'Thun, Twilight Elder
With Ramp
Hunter
Innervate, Living Roots, Wild Growth, Wrath, Beckoner of Evil
With Ramp
Disciple of C'Thun, Twilight Elder
Mage
Innervate, Wild Growth, Living Roots, Wrath, Beckoner of Evil, Eater of Secrets
With Ramp
Disciple of C'Thun, Twilight Elder, Mire Keeper, Piloted Shredder
Paladin
Eater of Secrets, Innervate, Living Roots, Wild Growth, Wrath, Beckoner of Evil, Disciple of C'Thun
With Ramp
Piloted Shredder, Twilight Elder
Priest
Innervate, Wild Growth, Wrath, Beckoner of Evil, Twilight Elder, Piloted Shredder
With Ramp
Mire Keeper, Dark Arakkoa, Dr. Boom
Rogue
Innervate, Living Roots, Wild Growth,
Wrath, Beckoner of Evil,
Disciple of C'Thun, Twilight Elder
With Ramp
Shaman
Innervate, Wild Growth, Wrath, Beckoner of Evil, Disciple of C'Thun
With Ramp
Piloted Shredder, Twilight Elder
Warlock
Innervate, Living Roots, Wild Growth, Wrath, Beckoner of Evil, Disciple of C'Thun
With Ramp
Piloted Shredder, Sludge Belcher
Warrior
Innervate, Wild Growth,
Wrath, Beckoner of Evil,
Disciple of C'Thun, Twilight Elder
With Ramp
Mire Keeper, Piloted Shredder, Dark Arakkoa, Dr. Boom