Mulligans
General Mulligans
Extremely conditional mulligans. Always keep blazing battlemage. Keep Questing Adventurer of Satyr Overseer (in that order) either on the coin (in which case also keep beaming sidekick) or with twin slice. Keep mana burn in key matchups and especially with Questing Adventurer on the coin. Beaming sidekick is generally great against Rogue and Warrior if you already have early plays. Umberwing is great to keep on the play if you can play it on curve with a turn one minion and a turn 3 satyr overseer, except again priest where a breath of infinite wrecks you.
As the name implies, the goal is to snowball a Questing Adventurer, Battlefiend or Satyr Overseer into an early win. The dream play here is a turn 3 Questing Adventurer , The Coin , Twin Slice , Second Slice , Mana Burn (or Beaming Sidekick ). If left unanswered for a couple of turns most decks just have to scoop by turn 5 to a 9/9. Obviously counting on snowballing isn’t a practical game plan so this deck plays more as a tempo deck with as much redundancy as possible with the side benefit of stealing more than its fair share of wins, especially when going second, traditionally the bane of tempo decks.
This build foregoes the Priestess of Fury package and Kayn Sunfury in favor of Beaming Sidekick to make the snowball package more resistant to early removal and trades, and Sightless Watcher to help dig for key cards in the early and late game.
Glaivebound Adept , Metamorphosis and to a lesser extent Altruis Outcast provide reach to close out the game in later turns.
Because the chunkier bodies of Priestess of Fury and Raging Felscreamer are absent in this build, the board can feel delicate heading into the mid-game. Mana Burn is absolutely necessary to delay at turn 3 Breath of the Infinite , or a turn 6 Blizzard or Reno the Relicologist. Keep in mind an early Penance is enough to derail the whole game plan so Mana Burn and Beaming Sidekick are absolute necessities to secure the board against priests.
So far I’ve had success against Warrior and Rogue with this list, winning 6 of 7 games (I had a slow start one game against rogue and when they play 3 free cards on turn 7 it’s nearly impossible to recover), but the nerf patch just came out today and the sample size is small. So far hands feel less clunky than the Priestess builds Yellorambro has been piloting, but it comes at the cost of losing a lot of midrange gas that can leave you feeling hopeless against Priest. I tried Consume Magic, but Frozen Shadowreaver is just more proactive, It was obviously a card that will bait confirmation bias, which is always something to keep an eye on, but in times where it felt good I don’t think it really secured the win and when it felt bad it was really bad. Mulliganing is particularly hard with this deck, striking a balance between a solid curve and the chance of a massive snowball is largely match up dependent, so picture the worst-case scenario for the match up instead of the best case, and decide if the hand is good enough.