The idea is to Togwaggle and Explore Un'Goro on the same turn and then Skulking Geist the turn after they swap back with you (ideally when you have plenty of removal in hand, along with Dr. Boom to provide some extra value while you and your opponent are fatiguing).
Taking a Shudderwok Shaman to Memetown & burning away half of their combo!


Mulligan Guide:
For aggressive decks - Eternium Rover, Armorsmith, Blood Razor, Warpath, Acolyte of Pain, Shield Block
For slower decks - Shield Block, Acolyte of Pain, Witchwood Piper, Blood Razor
Tips for Specific Cards:
Acolyte of Pain: Try to get the most out of your card draw (at least 2 cards per acolyte) by comboing with Blood Razor or even Dyn-o-matic in the late game if you can avoid the overdraw. While hand size management can become an issue in some control match-ups you still want frequent cycling to burn through your deck quickly.
Scourgelord Garrosh: In control mirrors always go into Garrosh mode before going into Dr. Boom. You'll want to squeeze out the extra value/removal from Boom in the very end of the game during the fatigue turns and by playing Garrosh first you don't overwrite that Boom value. Plus, you keep your cleave weapon (Shadowmourne) from Garrosh when playing Boom.
King Togwaggle: Unless you may otherwise lose hold off on the combo until you've drawn into both of your DKs. You don't want to be giving extra value to your opponent in the end game if they happen to hold onto the remnants of your deck before swapping and get either DK. It's also disastrous when your opponent draws your Scourgelord Garrosh and proceeds to smash your face in for 12 damage over three turns, causing you to lose (Not speaking from personal experience of course ;P )
Deck Edits:
-1x Alley Armorsmith
+1x Hemet, Jungle Hunter
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