Chatting with Hearthy about current decks and this is the one that i'm enjoying playing with right now
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Almost dont care for the mulligan at the start but the main thing here is doing nothing until you hit round 4 (or round 3 with the coin) - you really want to have shadowflame as its basically your clearup card but by round 4 or 5 you'll have 10 cards anyway
Turn 2 and 3 are probably tap for more cards , possibly drop a minion out if absolutely needed to block but turn 4 is one of :
Hobgoblin + Voidwalker
Implosion (if they only have a single minion to hit or some low power stuff)
Hellfire (typically 3 is enough to kill stuff at that stage)
Nullifier (cant be targetted by magic and 5 points health is normally enough to buy a round)
Twilight drake (i will have 9 or 10 cards here)
Turn 5 / 6 - similar to the above or hob + annoy / ghoul , if they have a big minion at this point then soul syphon or dropping the sheep + a hellfire knocks *5* off everything on the board - at this point they should have nothing left on the board
6 is also a good time normally to get thaurison out - again you'll have 8 or 9 cards in your hand so even just having him for 1 round gains you 8 or 9 points of mana that you dont need to spend in the future
At any point if you are down to 15 health (happens quickly some time) your best clearup move is moten giant and Shadowflame to destroy their board - if they dont have stuff down then getting your moltens out with a starfury / defender to get taunt on them both and then healbot to get your health back up out of the danger zone
Sea Giant is good if you do get an implosion to stick and it works against people who fill the board with junk :-)
Chromaggus only goes out if i can tap at the same time (tapping gets you double cards)
Mal'ganus shields you and boosts imps and the mistress of pain - and no-one seems to get that if they leave you with a few imps on the board then you play Mal then they are 3/3's and do a lot more damage
Kel is very useful if your burning your characters (for shadowflame / hellfire / ghoul / sheep) so you can re-gain them but he's the one I may swap out
Jaxx with 8 points (after Thaurassun) means you can either drop a 6/6 out or tap for a card then play Jaxx to jump back up to 15 health (although he breaks the MoltenGiant stuff)
I do well against almost everything apart from Facehunters as long as i dont get a bad draw :-) or some Druid decks
Facehunter just knocks me down too quickly , and druids seem to have too many 4 health cards / or stuff that silences out my taunts