This deck is very strong against the field currently, except for Mage and Resurrection Priest, both of which are incredibly difficult matchups due to having very little hard removal. To steal a win out of either of those mathcups usually depends on well timing the use of Shrink Ray and a ton of luck.
Ideal line of play is:
Turn 1: Secret (Desperate Measures is always a safe play. Keep an eye on your random secrets to try and avoid wasting a Redemption or Autodefense Matrix on a Defender. If you know Archmage Vargoth will be your first played minion, Redemption is a solid turn 1 play).
Turn 2: Secret or Mysterious Blade (will very rarely play a Dude if it make sense... sometimes worth it against Murlocs or Lackeys. Be very careful dropping a dude against Hunter, they will punish you with Hyena).
Turn 3: Call to Adventure.
Turn 5: Duel!
Against aggro decks, this strategy can be pretty scary, but depending on your opponent's board, it's usually better to stick to this line of play when possible.
EXCEPTIONS TO THIS LINE if your opponent sticks a snowbally minion like Underbelly Angler, Scavenging Hyena, Sorcerer's Apprentice, etc, you will generally want to kill it ASAP before playing your big stuff.
- Desperate Measures always.
- Redemption if you have Call to Adventure.
- Mysterious Blade against aggro, or with a Secret
- Call to Adventure always.
- Prismatic Lens with Coin/Call to Adventure/Archmage Vargoth.
- Archmage Vargoth if you think he can survive a turn without the buff.
- Consecration against Murloc Shaman or Token Druid.
- Duel! ALWAYS (Keep them all. If you land both of them in your opening hand, congrats you just won).