I added rather few minions on purpose, to be able to pull off the Eureka! as early as possible. It really makes all the difference. Meanwhile, we really have clearing for days together with a lot of healing.
Where you have the most upset would be when you manage to put an Ancestral Spirit on a big minion. Even if your opponent would be able to clear, the upset is huge and you will gain a lot of value. If the opponent isn't able to clear, you use that Lesser Sapphire Spellstone to win the game.
OBS: It works great with the charge ability, which is the reason I added aCharged Devilsaur to the mixture.
So the basic gist: VS Control: Outvalue your opponent through combing, using the cards I just spoke about.
VS Aggro: Muligan for clearing cards and manage to find the window where to clear for optimal value.
Tanglefur Mystic : It brings A LOT of value due to being a strong 3 stat minion, while also giving you some additional presence on board. It's great against aggro decks.
BUT BUT. What about giving your opponent a 2 cost minion?
Look mate. It's only stalling purposes. You've got clearing, literally for days. A random 2 cost minion is the least of your worries. #Value
Look. Mate. Hex is extremely weak versus constant spamming, which is a pretty big part of the current meta. Another problem would be pulling it off for good value due to being overloaded a lot. 4 mana is a lot without giving anything to any mechanics of your deck.
If you use Volcano correctly, you can handle a lot. Some deathrattle decks are tougher opponents, but it's still more than doable to face off against them.
Been tweaking and tweaking and tweaking. This is what I came up with.
Early could be problematic. However, with Beakered Lightning +Bloodmage Thalnos + Spell Totem we got some potential clearing, while being able to combo for additional draws with Acolyte of Pain.
I added rather few minions on purpose, to be able to pull off the Eureka! as early as possible. It really makes all the difference. Meanwhile, we really have clearing for days together with a lot of healing.
Where you have the most upset would be when you manage to put an Ancestral Spirit on a big minion. Even if your opponent would be able to clear, the upset is huge and you will gain a lot of value. If the opponent isn't able to clear, you use that Lesser Sapphire Spellstone to win the game.
OBS: It works great with the charge ability, which is the reason I added aCharged Devilsaur to the mixture.
So the basic gist:
VS Control:
Outvalue your opponent through combing, using the cards I just spoke about.
VS Aggro:
Muligan for clearing cards and manage to find the window where to clear for optimal value.
Tanglefur Mystic :
It brings A LOT of value due to being a strong 3 stat minion, while also giving you some additional presence on board. It's great against aggro decks.
BUT BUT. What about giving your opponent a 2 cost minion?
Look mate. It's only stalling purposes. You've got clearing, literally for days. A random 2 cost minion is the least of your worries. #Value
Enjoy
PS. Depending on aggro vs control meta, add Far Sight x2 instead of Tanglefur Mystic.
Oh, and another thing.
BUT, BUT... There is no Hex in this deck.
Look. Mate. Hex is extremely weak versus constant spamming, which is a pretty big part of the current meta. Another problem would be pulling it off for good value due to being overloaded a lot. 4 mana is a lot without giving anything to any mechanics of your deck.
If you use Volcano correctly, you can handle a lot. Some deathrattle decks are tougher opponents, but it's still more than doable to face off against them.