Mulligans
General Mulligans
When you make muligan decisions, think of this deck as freeze Mage. Meaning, drawing cards and controlling the board is the #1 goal.
As a general rule I try not to keep any removal on the play. On the draw I'll keep a frost bolt if I have a nice curve.
Flamewalker is a nice keep. However, it is almost certainly a mistake to play it on turn 3 unless you have the coin and a 1 mana spell to jack up their board.
Aggro Mulligans
Trade resources early and often. Then let the gods do their work. Mana efficiency is more important then anything else. Therefore there is no need to keep anything over 3. Really all 2 and 1 mana plays would be ideal.
Control Mulligans
This deck is more or a midrange or combo deck. If you try to run over your control OP, you will most likely get picked apart by weapons and removal. Then you will anot have enough resources to reach a critical mass. Therefore, just stick to card draw and value minions in the muligan phase.
The gameplan is draw cards early. Set up a big turn around 7-8, then carie that tempo for the next few turns until you can seal the deal with the god(s).
Think of yourself as miracle rouge in this matchup.
Overview
How to Play
Use your C'Thun minions to trade early. Then, horde cards until you can get a good Flamewaker or Emperor Thaurissan turn. Proceed with flaming thier board. From there you want to refil your hand and prepare for the Gosu gods.
Why play?
- You can actually kill Farie dragon!
- Less reliant on burn more reliant on pew, pew, pew.
- Two gods one deck. Enough said.
Hey,
I would try to adjust your play style first to value flame walker as your aoe. If you find you need more, I would run more cabalist tombs and discover cards. then move to barron or flamestrike.
I find it really hard for the deck not to have any board clearing cards. I get OTK by decks like Darwin shaman and such what would you add?
Blizzard!