An interesting deck - it was lacking good curve minions, with only Untamed Beastmaster having premium stats for a 3-drop, so I decided to lean heavily on initiative and late game, and got extremely high quality cards for that.
MVP's: Truesilver Champion - awesome card. the 2 copies were crucial in stabilizing and staying even on board until the later stages. Sound the Bells! - was very effective, and had to be used quite a few times as only a single or double charge to keep something on the board for a while longer -it was worth it since my entire game plan was to win late.
saw little play: Dark Conviction - This was supposed to be my "hard removal", but in the end I think I got to draw & use it only once the entire run. Wolfrider - This was drawn only a few times, and was used as a 3-mana removal in the early game. I almost forgot I had this card.
surprises: Cheaty Anklebiter - The ping was crucial in many games and got me that extra damage needed to remove a heavily injured minion (or just a Cursed Disciple). I definitely have a newfound appreciation for this card now in non-ping classes. Voodoo Doctor - A small card, but the heal proved important many times for allowing my bigger minions (especially Untamed Beastmaster) to survive and extra turn or trade, and setting up Fungalmancer. Because the heal was so useful I never played this on turn 1 or in a position where it couldn't heal or be buffed.
The little bits of extra damage from Elven Archer, Cheaty Anklebiter and Bloodclaw, like my last paladin 12-run, were crucial for finishing injured minions and winning the board. Later this allowed me to play a discounted Sea Giant and seal the games from there.
MVP's: High Priest Thekal - The ability didn't really do anything, but I got this got on curve many times and the 3/4 stats were great for good early game trades Charged Devilsaur - This was the only card in the deck capable of removing big stuff (aside from Aldor Peacekeeper, but it was hardly drawn the entire run) Sea Giant - Dropping it for 6 or less, and sometimes even 7, was insanely good and allowed me to close many games.
saw little play: Aldor Peacekeeper - I meant this card to be my main counter to big minions, but drew it only twice the entire run and I think I had good target for it only once, lowering 6 attack to 1. Dragonmaw Scorcher - Surprisingly didn't see much play, and never killing more then 2 things. Still proved to be useful, one time even as a 1 damage ping for a single minion. Venomancer - Not drawn a lot, but it was also never really needed
Went 12-1 with a midrange Warlock deck. I didn't really have any trouble during my first 11 games, as the deck was pretty strong overall. And it would have been my 3rd 12-0 run ever if I hadn't run into an insane Warrior deck who drew 3 Warpaths while still having 14 cards in their deck...
MVP was without a doubt Omega Agent. Pick it immediately if it's offered to you. Carried me through multiple games.