Mulligans
Really fun to play. A bit slower than the original versions that surfaced.
The focus is on the early game elementals to slow the game down. Then focus on fulfilling your quest with complementary cards like Knife Juggler Infest and Cult Master.
Ideal turns look like this:
t2Fire Fly into flame elemental
t3: Tar Creeper or Igneous Elemental
With this setup you should have 2 on your quest, plus a potential 2 from your Igneous, followed by 2 from your warden. That brings you to 6 and its easy enough to draw in to another play.
Tech cards are Explosive Trap for anti aggro (murloc, pirate and shaman) and Flare to fight mostly mages, but can be a draw mechanic against other decks.