Mulligans
General Mulligans
Setting up after your Turn 1: Last Kaleidosaur or Turn 1: Glow-Tron, you want to be ready to either buff it with divine shield using Potion of Heroism or Crystology.
Note: Try to get a feel of there deck and play around it.
Your goal against everyone should be to out value and trade until late game where if you make it hear... wish them luck because your efforts have paid off.
Aggro Mulligans
Setting up after your Turn 1: Last Kaleidosaur or Turn 1: Glow-Tron, you want to be ready to either buff it with divine shield using Potion of Heroism or Crystology.
Note: Defend! Defend! Defend! If you last to turn 8 you have won.
Your goal against everyone should be to out value and trade until late game where if you make it hear... wish them luck because your efforts have paid off.
Midrange Mulligans
Setting up after your Turn 1: Last Kaleidosaur or Turn 1: Glow-Tron, you want to be ready to either buff it with divine shield using Potion of Heroism or Crystology.
Note: Out Value and Out Trade.
Your goal against everyone should be to out value and trade until late game where if you make it hear... wish them luck because your efforts have paid off.
Combo Mulligans
Setting up after your Turn 1: Last Kaleidosaur or Turn 1: Glow-Tron, you want to be ready to either buff it with divine shield using Potion of Heroism or Crystology.
Note: What? Do they think they can out combo you? Doubt it... Just play advantageously and avoid leaving yourself open. The lowest cost solution is normally the best.
Your goal against everyone should be to out value and trade until late game where if you make it hear... wish them luck because your efforts have paid off.
Control Mulligans
Setting up after your Turn 1: Last Kaleidosaur or Turn 1: Glow-Tron, you want to be ready to either buff it with divine shield using Potion of Heroism or Crystology.
Note: Spread your buffs wide so that you always have two decently size minions, it helps against targeted removal.
Your goal against everyone should be to out value and trade until late game where if you make it hear... wish them luck because your efforts have paid off.
A collaboration of rewarding mechanics.
Nice list ! I’ve been trying to make something work on these lines, without much success… Paladin lack a really strong end game as a control deck. To make it stronger, I would suggest adding Zola (for Lynessa) and a Faceless manipulator (for Galvadon), although it might the early game less consistent. Wargear seems also to me like it should be included.