against aggro, spreading plague, mo'arg artificer, Holy Smite, Hysteria, wandmaker (if you didn't swap them out for insights like I did)
Surprisingly, apotheosis is usually a keep against aggro even if you don't have minions in your hand, since we only run 1 and if we stick a minion it can win games.
Also surprisingly, Condemn is usually NOT a keep against aggro, with the except of hunter due to their many 1/1s, and against druid, simply because of how important getting a board clear by turn 5 is (and you're always saving it until turn 5 in that matchup)
Xyrella is ONLY a keep if you also have cheap healing (renew) and against paladin only if you ALSO have a cheap spell (like raise dead) to proc their oh my yogg with first.
Against control, palm reading, xyrella, Taelan fordring, Claw Machine, insight (if you DID swap out the wandmakers like I did)
Against warlock specifically, keep ALL your card draw and always keep clowns (fordring can draw the colossus but we need clowns first) If they don't mill our clowns and we can get at least 2 raise deads off (possibly more with discovers, they don't actually have enough removal to win, so they have to out-tempo you, which unfortunately they're very good at, but if you get your first round of clowns off at a decent health pool you're in a pretty good position.
EDIT: Also just a few general tips
Against aggro, don't be afraid to just slam your mo'arg on 2, even if you don't get to take advantage of its effect, they basically HAVE to trade with it, which often ends up saving you more life than it would have healed for anyway, the effect is really only useful in the late game and we have to actually get their first.
Against midrange/value decks like rush warrior, pay attention to how many threats they still have (for example how many cards did they have in hand when they played conditioning, how many possible buffed minions could they have)? Cards like Gift of Luminance get a lot worst with all their 1/1 rushers, you REALLY need to space out your removal, and keep in mind how much damage they are capable of, how much healing you can kick out, and plan out your turns and choose your discovers carefully. Really think about which removal options you will need LATER and try to work around that so you can save them for when you need them.
2
Hey, nice deck. Any replacement for Steelbeetle and Rising Winds? Dont have that expansion and I wont buy it for 2 cards :/
2
Any replacement for Harrison Jones and Flark?
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Cant beat Hunters and thats all what im getting... No good Mulligan every game and the enemy is getting their best fast to drop cards.....