Mulligans
High Success Deck, Using Armor and Card Draw to Fatigue The Lich King!
Mulligans
Fiery War Axe, Bash, Shield Block, Acolyte of Pain and Coldlight Oracle – basically your early game removals and draws.
Brawl can be kept for when TLK’s board is overwhelming. Crucial for turn 7.
STRATEGY
Early-game (turns 1-4): The main priority is to keep TLK’s board under control and keep drawing your mid-game cards while building up armor. Don’t worry about saving weapons for late game. They are not entirely necessary.
Mid-game (turns 5-7): Hopefully you have a Public Defender and Brawl ready for turn 7. If you have a Dead Man's Hand with a solid hand, feel free to use it. Don’t keep card draws or weapons – you don’t want to over-draw or fatigue yourself in the late game. Damage-dealing minions are required for end-game. So are your Armorsmiths. Feel free to shuffle/copy those cards. At this stage, try restricting the TLK’s board to 1-2 small minions before his Frostmourne turn.
Turn 7-8: Brawl but do not destroy the last-standing Trapped Soul. It will be an auto-win if you have Kel'Thuzad; your Public Defender will absorb the Frostmourne and Trapped Soul attacks indefinitely. Otherwise, Justicar Trueheart is required to build up sufficient armor while your health gets chipped off slowly. Either way, keep holding out as long as you can while TLK draws his entire deck, doing nothing else (excess cards just get burnt) except attacking with Frostmourne and the single Trapped Soul. Armorsmiths behind your Public Defender will help keep your armor up too.
Late-game: Hopefully TLK’s deck is close to being emptied by now. However, if for any reason you run out of things to do before his deck is at its thinnest, or if you’re in a spot where you can’t hold anymore cards, fill your board and finish off the last Trapped Soul. Thereafter, the Armorsmith, Wild Pyromancer, Commanding Shout plus spells combo can continue to help you gain a bunch of armor, and/or clear any minion(s) TLK plays. The minions on board will eventually help to chip armor/health off TLK as well. If you still have Kel'Thuzad in play at this stage, it should be a stroll in the park. If not, it still shouldn’t be too much longer before he gets fatigued. You know you’re doing it right if his hero power is chipping off your armor/health at a slower pace than him getting damaged by fatigue – both of which are exponential (i.e. +1 damage each turn). If it’s not, your board of minions can still catch up and win you the game if they’re doing significant extra damage per turn, on top of TLK’s fatigue damage.
Hope this guide helps! Enjoy and good luck!
And now for a *standard* deck?