Mulligans
Okay, I noticed my deck get a little bit of traction the last few days and people had some generic questions on how to mulligan, and how to use the deck in general. I’ll do my best here at how to explain what to do with the key cards. On a side note, I won a few more games and have over a 70% win rate at over 150 games with this deck and currently sit Rank 3 legend on the NA server. Probably could be 1 now, but I am busy during most of the day with work and real life and can only dedicate so much time on one server.
In the mulligan (without coin). Always aim for a 1 drop, this is where the game begins, missing turns can be the difference between not winning and winning. So hard mulligan for a one drop, preferably dire mole and argent squire. Dagger is almost always turn two. If it is against even lock or shaman, you can keep cold blood but ONLY with a one drop. A cold blood on a argent squire is almost game winning, and is a strong play against druid who can take upwards to 15 damage before they remove it! Also, if you play against paladin, always keep fireflies and ALL one drops. If you control the early game, you win almost always. Always play the two fire flies on turn 2 over the dagger. Board presence is key!
Mulligan (with coin). Again, always aim for a 1 drop. This is crucial. However, turn 2 becomes a bit trickier depending on your hand and opponent. Almost always coin fledgling if you have a chance to and foresee it surviving. Sometimes you have deckhand on turn one, resist the urge to play it right away if it is a control match up because they can often play stonehill defender or even vulgar hummunculus if it is evenlock. That way if you coin fledgling you can dagger and deckhand to remove the taunt and hit face with fledgling! Also, don’t be afraid to coin out hench clan thug on an empty board, forces them to remove it right away or if not, you get a 4/4 that can attack right away after you dagger! You can also play a bit of bait and switch here by playing blink fox first to bait out some removal and then play another card after, but only in certain situations as fledgling and hench are almost always right to play on 3. Also, save voidripper if it control as well as it can switch doomsayers and totems and give you that extra damage that’s needed in the beginning of the game!
Spiteful Smith is a key addition to this deck! It is a strong body that usually survives the turn and is an immediate threat. It has an added bonus of giving you a poisoned dagger while damaged. It’s a great card and can be slammed down on its own, where greenskin and cobalt scalebane doesn’t feel that great on an empty board. The key to this deck is tempo and repetitive damage from your minions. So, a high stat minion with added weapon bonus is exactly what this deck needs! Also, if you land a fungal on spiteful smith, it is almost game over for your opponent! Smith is also great at trading into taunts like saronite chain gang and allows you an efficient trade with weapon and himself while still standing! Also, it is great for added reach against mage who cannot clear it with flamestrike or blizzard. They would have most likely used polymorph or dragons fury on your wide board like fledgling or hench clan thug!
Void ripper is also great against druid to flip their plague. So, don’t be afraid of going too wide with tokens. Just don’t flip right away sometimes. You can get in some extra damage and preserve your minions by killing 1 or 2 plagues before the switcheroo.
Also, it’s key not to play every card in your hand, even though it is tempting. Often keep one card for combo purposes for cold blood, vile spine or si agent!
This is a pretty small guide with some key points. if anyone has any further questions, just let me know and I’ll try to answer below!
Tweeg
I find myself running out of cards quickly. I added a 1 sprint and took out 1 blink fox. Fair exchange?
This deck is not meant to really have any “dead” turns. You should manage your resources accordingly and don’t go ALL in, only make the most efficient plays when necessary. Also, this deck is not really meant to go much beyond turn 10. It is a classic tempo/aggro deck in which you push minion damage and control the board with weapon. I would advise against sprint. Fox is in here to give you some good luck RNG and also fuel since it is basically giving you a card when you play a card.
I gotcha. Thanks for your reply.
wonderful thoughtful guide thanks for putting in the effort
Greenskin better.
Hey! Awesome deck and guide! Just one question: sometimes I don’t know if it’s correct to swing with my weapon to face at early turns. Can you please explain when to do and when to not? TY!
Early turns the weapon is all about board control. Especially versus mirror match or zoo in which weapon never goes face at early in the game. Same with paladin.
Versus even warlock and shaman. If you know you have no real turn 4 play you may may swing in face and redagger. With hench clan thug on 3 and you have dagger you have to hit face sometimes to get the 4/4.
Shamans…about board control and swing on free totems or face if it’s a useless totem like healing.
you’re the best tweeg. Glad you beat me years ago in that Zoo vs Ctrl warrior