The idea of the deck is to use Totemic Slam to summon the right Totems at the right time to get as much value as possible out of the cards at your disposal, primarily those that benefit from Spell Damage. It's garbage, but it does great against Secret Mage!

Always mulligan any spells, and always keep any Tunnel Troggs, Master of Ceremonieses and Arcane Watchers.

Bloodlust is your win condition. The spell damage is mainly just a means to keep their board clear and your board alive. However, this deck often struggles to close games, exhausting its hand and losing with the opponent on <10 health. In circumstances such as these, don't be afraid to use your juiced-up ping spells on the face.

Ideal opener is Tunnel Trogg / Wrath of Air Totem / Master of Ceremonies, or Tunnel Trogg / The Coin - Arcane Watcher / Wrath of Air Totem - Totemic Smash. A turn-2 5/6 will often stay up until the end of the game.

Only summon Stoneclaw Totem if there's minions you want to protect, like Mana Tide Totem. Only summon Healing Totem if you have 2 or more damaged minons. Don't bother with Searing Totems, as they suck slimy Trogg balls.

In any other scenario (or when in doubt), always summon a Wrath of Air Totem. They'll give you the most value if left up by your opponent. In fact, you want your opponent to go face as much as possible; that way you can use spells to dispatch their board with your tokens still intact. So as tempting as Stoneclaw Totem onto an empty board might be, it's usually a waste of Mana.

One exception is: If it's turn 2 against a class with a damaging hero power and you're not holding Master of Ceremonies, you should usually summon a Healing Totem, as it negates their ping by healing itself. On this note, Healing Totems are also worth summoning if your Tunnel Trogg took damage on turn 1. Keeping him alive through turn 3 can actually win you the game.

There's a lot I'd like to add, but not much I can bring myself to cut. Primal Fusion would add survivability to Mana Tide Totem and Witch's Cauldron. And naturally, every time I have four totem types on the board I wish I'd added Windshear Stormcaller.

The last thing to get cut was Everyfin is Awesome, which despite the absence of Murlocs often closed the game by just being another Bloodlust, and you really need that Bloodlust. Doesn't hurt that it makes your totems "Flame Ward-proof", especially satisfying if your board heals 1-2 health at the end of the turn. I'd recommend you try swapping it in for the Witch's Cauldron and see which you prefer.