
The point of this deck is to get big minions from your hand into the cemetery turn 2 with , then summon them turn 3 with or . It turns out, this strategy also works really well for mid and late game, when you can snag . Most people don't add bad minions to their deck. So casting usually gets you something valuable, even if you don't have . Even if you get a cheap minion like a , lets you summon the minion ANYWHERE. That includes your opponents sites, which adds a lot of playability.
If you don't get pieces you need (or card draw) in your opening hand, you will stall out and it will be up to fate to get you out of it. You need to think of your opening hand like a poker hand. You are trying to get as many of the pieces of the combo as possible, as soon as possible. I will break down the cards that make up each part of the combo and rank them in order of their effectiveness:
is the real GOAT here. Keep this in your opening hand. Even if you already have something this card shares roles with. It's not the cheapest option, but it does fill 2 roles at once in this deck. You might go off later than normal with this card, but having it play the role of both a target and a discard outlet makes it really invaluable.
Mid cards are cards that are better late game that you don't want crowding your opening hand.
Browse to find your reanimation.
These are spells you can keep guilt-free if you have a 1-2 piece hand and don't want to gamble.
No discard, reanimation, or targets. Forget about your sites, you can fix that later. Just mulligan every single spell.
1 Piece. Just mulligan the 2 spells that aren't reanimation pieces.
2 of the same type. 2 pieces of the same type can be okay and provide a little wiggle-room in terms of early game options. Feel free to mulligan the second piece if you get two reanimation targets.
2 different types. 2 different pieces is pretty good setup for the mid / late game. Mulligan the 3rd spell as needed.
You got discard, a target, and a reanimation spell in hand. Keep this. You'll be able to get the target in play by turn 3-4 guaranteed. Maybe even turn 2 if you're lucky.
If you have , a , and a good reanimation target like or , you can get that target out Turn 3 guaranteed. Maybe even turn 2.
Do not keep this in your opening hand if you did not also draw a spellcaster or .
Make sure you mulligan your sites accordingly. If you're taking a gamble with the sites, try to also mulligan for a discard outlet.