Lately, I've been fascinated with cheap spells. When you play the deck right, you can do a lot for next to no mana at all. The ability to play so many cards in a turn is terribly addictive. This deck feeds that addiction and rewards it with Open the Waygate and Arcane Giant.

Mulligan

First and foremost, this is a Quest deck. This deck's win conditions almost always hinge on the extra turn provided by Time Warp. As a result, I always find myself holding on to Open the Waygate during the mulligan phase. Sure, I guess you could hope to pull the card later in the game, but I strongly advise against this. The advantages to keeping the card are too numerous to ignore. This deck makes it incredibly easy to complete the quest. You could end up doing so by turn 4 or 5. Also, Open the Waygate is a 1-cost spell! Cheap spells like this are perfect for comboing with Flamewaker, Mana Cyclone, or Magic Dart Frog. Keep the flipping quest.

For the rest of your starting hand, mulligan hard for minions. With only 12 minions in the entire deck, starting with a minion is unbelievably helpful. All minions available to you are designed to help you complete your quest, maintain board control, or cycle your deck. The only minions I mulligan are Khadgar and Arcane Giant. Since they both act as win conditions, I try to avoid having them in my hand too early in the game. Here are some better options:

General Strategy

Think of this as a less complicated Exodia Mage. Your main win condition is a turn 10 Khadgar, Time Warp, 0-cost Arcane Giant, and hitting the giant with Conjurer's Calling. This will let you swing for 28-32 damage during your extra turn from the giants alone! This condition relies on your drawing the 3 cards you need, completing your quest, and making it to turn 10. However, it's very possible you could end up winning from just Flamewaker damage. And sometimes, playing Arcane Giant and Conjurer's Calling is enough to win the game for you. Remember that each game can have a variety of unique win conditions. Try not to limit yourself to the OTK path. And don't be too stingy with Time Warp! You'd be surprised what an extra turn can do for you.

Shortcomings and Struggles

No minions? No synergy. Without minions, this deck is pretty much just a deck of cheap spells with no bite. Your minions are the most valuable part of the deck. You can always create and discover more spells, but you can't easily make more minions. Try to hold onto your 0-cost and 1-cost spells until you have minions that can actually utilize them. I often wait til turn 4 before I play any cards.

Challenging Match-ups

Rez Priest and Big Priest. When running this deck, both archetypes are pretty much cancerous. Honestly, I'm not smart enough to find a way to plow through those resurrected taunts and legendaries. Good luck. I'll gladly take any suggestions or strategies!

Do NOT underestimate Murlocs. They will eat you alive. This deck has no guaranteed board wipes. So, if you discover one, I recommend holding onto it just in case your opponent manages to fill the board. Same suggestion applies to Token Druids and Evolution Shamans. If you need to get rid of minions, make sure you do it BEFORE they get buffed by your opponent. It's easier to kill a 1/1 than a 3/3. Try to plink em with your hero power instead of swinging at them with your minions. You really want to keep them alive if you can.

With little to no effort, taunt-heavy decks can become a problem. Your win condition typically involves smacking face with a lot of hard-hitting minions. You can't do that very easily if there are taunts littering the board. Here, Magic Dart Frog and Flamewaker help a lot. They're able to pile a ton of damage onto taunt minions without putting themselves at risk. I recommend discovering ice-themed spells when taunts become a problem. They work well together. Ice Lance, Snap Freeze, Frostbolt, and Ray of Frost are my favorite choices.