Mechathunlock works well for Baron Geddon, Omokk & Nefarian, https://imgur.com/a/aRTXDY3
Deckcodes: Baron Geddon AAEBAcn1AgadxwLO6QLx+wKPzgP21gPg5QMMigGSB40QtqwC3sQC3IkDnakD66wDhLEDld4DkuQDk+QDAA== Omokk AAEBAcn1AgadxwLO6QK38QLx9wLx+wLg5QMMkgfECI0Q3sQC08UC+NACnakD66wDld4Dxt4DkuQDk+QDAA== Nefarian AAEBAcn1AgadxwLO6QLx+wL21gP44wPg5QMMigH8D40Q/RHexALD8wLrrAOEsQOsywOV3gOS5AOT5AMA
I used the combo of Shadow Vol'jin & 0-mana minion to do the combo with only 9 mana. Faster animation than the Dorian combo, and usually cheaper since Dorian combo usually costs 10 mana.
Although this combo doesn't allow you to play too many minions, cause you need to clear all the minions from your hand to make the combo works 100%.
Dorian combo don't have this issue, but you need to add quite a lot of cheap spells in your deck, cause you need a 1/2 mana cheap spell to trigger the Dorian + Plot Twist + Kael'thas combo.
I've also added Lorekeeper Polkelt on two of the decks, to help getting Hemet on time. Note that you can't use Polkelt/Hemet if you don't have Target Dummy on hand yet.
Baron Geddon:
- Easy to control the board, but you need to constantly clear your mana.
- I added Forbidden Ritual and Shadow Bolt to help clearing my mana.
Omokk:
- Should be faster than Token Druid, since you won't need to attack face and see his hero power animation bunch of times.
- I didn't put Lorekeeper Polkelt here, since I use fewer minions than the other decks, and Free Admission have a better chance of drawing the Hemet.
- Cascading Disaster doesn't get destroyed by Hemet, but it's a really good way of killing his bigger minions since Warlock lacks removal among his cheap spells.
- Adding 2x Ooze since Omokk often uses his weapon, having lots of healing is important here since Omokk have lots of burst, especially with his Charge spell buffed recently.
- Voodoo Doll is really good removal, only adding 1 copy though since I don't think I need two, and having more minions could make it harder to clear minions from your hand.
- Added Dark Pact cause I'm not sure what else to add for my last two cards, extra heal wont hurt and killing your own minion could slightly speed up the game by preventing Omokk using his hero power.
Nefarian:
- Warlock have tons of 2-damage board clears to tackle his hero power.
- Didn't put Dragonslayer cause it could prevent you from playing your Mechathun combo if it's still in your hand, and usually I don't need Dragonslayer anyway.
- His 6/6 Drakonid Crusher could be tough to deal with though, so it's recommended to prepare a Doomsayer or removal before turn 6.
- Was hoping to be able to put more heals, but Healbots/Reno could also slow down your Mechathun combo. The Mistress of Mixtures and Armor Vendor is usually still enough though.
- 25 April Update: I've changed 2x Curse of Weakness & 1x Hysteria to 2x Wax Elemental & 1x Drain Soul. We already have enough board clears from other cards, and healing is really important in this fight since Nefarian like to use his bursts on your face early on.
Here's the Venomizer + Missile Launcher deck for Rend Blackhand that I think I'll go with: https://imgur.com/a/Fm2V3Ou AAEBAR8CigOggAMOigGHBMkEgAeXCM4U080C39IC4vUCqPsC1/4CpIgDtpwDhLEDAA==
Steps to play the deck:
- Get Depth Charge / Doomsayer / Explosive Trap early to kill his early game.
- Draw Venomizer + Missile Launcher, and possibly Galvanizer ASAP
- Mech combo will kill all enemy and you just keep hitting face with it.
The deck isn't 100% consistent but still probably around 90% if you play it right. It'll be dangerous if you dont get the board clear early on.
I removed some of the secrets used in ProfSE/Hess's version of the deck. Outside of the key cards, it's not really important what you exactly put in the deck.
Comments about some of these non-key cards:
- Zilliax: Useful for buffing your Mech combo so it's less likely to be killed, and the healing could be important if you have a bad early game. Although it hurts your mech/minion tutoring if you still don't have the Venomizer/Launcher in your deck yet.
- Explosive Sheep: Normally good for the early game, but it hurts your Mech tutoring and usually useless late game. I didn't put it in my deck
- Powershot/Explosive Shot: Main use is to kill his taunts after you already have the Mech combo, so your Mech can hit face. Powershot might help to defend yourself early game if it goes bad.
- Flare: Put it here cause I don't know what else to put, and having cycles won't hurt. Also won't hurt minion tutors.
- Coldlight Oracle: Could be used for more card draws, but it also hurts your minion tutors.
I've also tried Mechathunlock here, but it's not as consistent as I hoped. Warlock's cheap spells doesn't work that well against Rend Blackhand's strong late game. And Mechathun combo won't work if he have The Beast on his side cause the 3/3 Einhorn will disable your Mechathun effect.
@Walgrey it's true that there are games where it's possible to mod in everything. But a non-competitive time wouldn't have these hacks.
If, there's a very unusual case where someone submitted a bad time with very small cheating in the middle of the game, and it got accepted cause the verifier won't check every single parts, then will anyone got hurt from it?
Verifying runs doesn't mean you actually watch every single parts of the run. You just look at the key parts such as transition between levels, ensuring the key objectives of the run are done, and checking (or correcting) the timing. If you're worried about cheating, watching the full run will make you less likely to notice splices compared to simply looking at key parts of the game.
Verifying a non-serious "speedrun" wouldn't take a lot longer than a regular speedrun, and it's obvious that the submitter didn't try to cheat in these attempts.
@6oliath Let's plays normally wouldn't qualify cause it's spliced, not done in a single sitting. If someone managed to do a playthrough in one sitting, that still requires a lot of effort, and it doesn't break any rules for a speedrun leaderboard.
Illidan with Ramp Druid: https://imgur.com/a/YRfrhWz AAECAZICBMUE87sDrNQDm9gDDYoBigfkCLmUA5etA4yuA/+1A+i6A+26A9i+A+i+A5TgA6LhAwA=
Think this is the deck I'll go with, since other control decks I've tried have an even lower winrate and also slower. This one maybe have about 20%-30% winrate.
Hope that you can survive in the early game while getting the ramps, and hope you can outvalue Illidan once you have lots of mana. Illidan's late game minions aren't super strong, so your high-value late game minions can stabilise the board pretty easily as long as you dont die beforehand.
I mulligan for ramp cards, Crystal Power, Ooze and Doomsayer.
One thing I'm not sure of is if it'll be useful to have more 6-mana cards, such as Ancient Oasis, Runic Carvings or Claw Machine.
Some card choices explanations:
- Crystal Power: Can be used for heals or to remove some of the early game minions such as Satyr Overseer.
- Moontouched Amulet: Mainly used for healing, can be played alongside a 7-drop in late game.
- Acidic Swamp Ooze: Good both for early and late game, can be played alongside a big minion for late game.
- Scavenging Shivarra: Very flexible board clear or removal, alongside an extra body. Bonus in synergy with N'zoth as well.
Other cards I was considering, but not putting in:
- Ancient Oasis: 12 healing looks good, and the 6/6 taunt might not be that bad as well. But I can't play this alongside another minion in late game, which could hurt tempo quite a lot.
- Harrison Jones: Can't play him with another big minion at the same time.
- Depth Charge: Usually can be killed by enemy, and I can't put too much early game in this deck since I need to have plenty of late game for the deck to work.
- More ramp cards (Lightning Bloom / Innervate / etc): Can't put too much of these since I need lots of late game minions in the deck.
Lady Vashj with Priest using Octosari + Nomi combo: cdn.discordapp.com/attachments/283236838347505666/774689275362672660/unknown.png AAECAa0GCMUE0pkDg6cDha0Dza8DyL4Dp9UD9tYDC/sBnALTCtcKgpQDmJsDn6kDl60D+LADy80DptUDAA==
Made this deck few weeks ago before Darkmoon Faire was out, will edit this post if I made any adjustments afterwards.
The win condition seems to be more reliable compared to playing a generic Control Priest with regular late game minions. Octosari and Lorekeeper Polkelt make it mostly consistent to activate Nomi quick enough.
My wins have been between 4.5 to 6 minutes.
Still some chance to lose if I didn't have the right defensive cards in the first several turns though, and there's a small chance that Octosari's draws discarded the Nomi.
Shahraz with Freeze Mage: https://imgur.com/a/E4O3pgj AAECAf0EBMUEkAf21gOz3AMNTYoBngK7AqsEywSKB5+bA6GhA+yvA4ixA/vdA5HhAwA=
Mask of C'thun have helped a lot with this. I was struggling with this boss before Darkmoon Faire, since it's hard to score lethal if your Alexstrasza got removed by her weapon.
Maybe about 80% winrate on my attempts. Usually not as fast as the other freeze mage decks on this adventure, since it's harder to score lethal on her with how you need to use hero power on her face before doing actual damage.
Explanations on card choices:
- Weapon removals: Using 5 weapon removal cards seems to be worth it, since she always have multiple weapons throughout a game.
- Khartut Defender: Healing is very useful in this fight. Sometimes, AI refuse to trade against your Khartut when you're at low HP, making it much easier to control the board.
- Rolling Fireball: Very flexible removal, I prefer this compared to Depth Charge since Depth Charge have some chance of failing.
- Polymorph: Mainly for her Coilfang Warlord which is hard to remove otherwise, could be used for other big minions if necessary (such as Priestess of Fury).
- Rigged Faire Game: Been a useful card draw overall, though I think it's fine to put only one copy on the deck.
- Vaporize: Decent removal in early game, and still could be useful for late game. Didn't put in Ancestral Knowledge in this deck despite having two secrets, since I don't think I want to replace other cards with Ancestral Knowledge.
- Circus Medic: More healing won't hurt, and sometimes you can use it to kill a minion or scoring lethal as well. Not that important though so I only put one copy of this.
Kazzak with Freeze Mage: https://imgur.com/a/9eMqJTA AAECAf0EBMUE7QW/CPbWAw1NigGcAp4CuwLJA6sEywSfmwO/pAP0qwPsrwOEsQMA
Freeze Mage works well here. I doubt any other strats works well since his hero power probably makes any conventional decks to be too slow.
This boss doesn't have burst outside of Hellfire / Felfire Potion / Rustsworn Champion (6-mana charge story minion). Which makes Depth Charge and Doomsayer works all the time when comboed with freezes.
For the bursts, the 2x Fireballs and 1x Pyroblast have been enough in my testing.
Polymorph and Rolling Fireball are useful for removals, if Kazzak played Enhanced Dreadlord or Malganis after you played Alexstrasza.
Not using Flamestrike since I don't need more board clears, Depth Charge & Doomsayer have been enough.
Kael'thas with Alexstrasza Warrior: https://imgur.com/a/8zvArgq AAECAQcG/wPFBO0F2p0D+cID9tYDDPsBnAKkBqoG7wf/B4IIn6EDuLkD9sIDitAD99QDAA==
Using Warrior instead of Mage because Armor is needed to be safe against lots of bursts. Kael'thas only have little amount of minions, so no freeze is needed.
This one have been consistent, with times usually ranging from 2.5 - 3.5 minutes.
Usually after the Alexstrasza, will kill Kaelthas in two turns. Can equip the Gorehowl before using Alexstrasza for faster kills. Don't think I need any other weapons since it's very likely to have a Gorehowl by the time you have Alexstrasza as well.
Mulligan for cheap card draws and cheap removals (Sword and Board, Heroic Strike, Bladestorm). Alexstrasza or Polkelt is good to keep as well. Gorehowl or Restless Mummy can be kept if we already have other draw/removals in opening hand.
Note that his secrets are 1x Counterspell and 1x Vaporize, the Vaporize is usually irrelevant cause he'll kill your minions before you can attack face with it anyway.
Some card choices explanations:
- Restless Mummy: Good removal for his mid-game minions, such as A'lar or 6/6 Pyros. Can use it on multiple small minions too, and can combo it with Commanding Shout if we have one.
- Commanding Shout: Usually used just for the card draw.
- Upgrade: Could use this to clear a Starscryer early on, and to upgrade Gorehowl which will give 16 damage over two turns. Not sure if I want to put only one or two copies, since this doesn't really help in making the fight safer.
- Bulwark of Azzinoth: Not necessary but pretty helpful in tanking damage if the game doesn't go smooth. Good to use before he got 7-mana where he might start using Greater Arcane Missile. Could conflict with Gorehowl equip though.
- Jepetto Joybuzz: Not necessary, though I put it just in case if I don't get my Alexstrasza or Polkelt on time, and need more draws. Haven't used him in my last several attempts of this deck.
Indonesian living overseas here as well. I've asked about this when this rule was first made, and I argued that there's lots of Indonesians and other Southeast Asians living outside of their country.
Pac said there's lots of people from western countries putting Asian flags, which I'm skeptical about cause I rarely see Asian flags outside of Japan in almost all leaderboards. I showed evidence of how common overseas traffic are, by showing some Indonesian-language websites and one Philippines site with lots of traffic from outside Asia.
Some time later, Pac told me that you can put an Asian flag by using proxy from an Asian country, and it won't get changed back after you turned the proxy off. So @Mahfy3w you can try this if you really want to.
I still think this rule isn't necessary, and there's plenty of examples on other notable speedrunners falsely using a non-east Asian flag.
Gruul with Ramp Druid: https://imgur.com/a/JLQwLWd AAECAZICAoSnA9+pAw7+AeQIl60D3q8D/7UD5roD6LoD7boD2L4Dks0Dk9EDltED3tED8NQDAA==
Won 11 times in a row with this version, with all fights gone below 4 minutes, some fights are below 3 minutes.
Gruul have slow tempo, cause he always spend 2 mana on his hero power, making it fine for you in not putting any tempo for the first 4-5 turns while ramping. Usually I'm able to play a 7-drop by turn 5/6.
He does have plenty of removals and board clear though. 2x Sleep with the Fishes and 1x Brawl can easily clear multiple minions.
Mulligan for ramp cards. Keeping a 5-mana minion is fine if you already have a ramp card in opening hand.
Some cards that I was considering but decided not to put in:
- Imprisoned Satyr: Not sure why but I did well when I removed this, cause it seems I have enough ramps already.
- Underbelly Ooze: Obvious synergy with Gruul's hero power, but can be easily cleared with Swim with the Fishes.
- Alexstrasza: While it might help in getting a quick lethal, it might also give Gruul a chance to use his lifesteal spell for 12 damage (Slayer of the Mighty), healing him back to 27 HP. This applies to other big dragons as well such as Plagued Protodrake.
- Depth Charge / Doomsayer: Could be useful to play before you play Overgrowth or other big minions, don't really need it though cause his minions in early game won't be that threatening anyway.
- Area buffs (Blessing of the Ancient / Gift of the Wild / Survival of the Fittest): Was thinking this might help in improving board presence and/or scoring lethal. But you usually only have few minions on board and will be useless if Gruul cleared your board before this.
- Pit Crocolisk: The battlecry (deal 5 damage) will kill most of his minions, but I still rather have other minions in my deck.
Magtheridon with Ramp Druid: https://imgur.com/a/LTonmcu AAECAZICAsUEhKcDDooB5AigngOXrQOMrgOEsQP/tQPkugPmugPougPtugOW0QOs1APw1AMA
Ramp Druid works really well in here, I never lost with this and never reached more than turn 10, usually it finishes between turn 7-9.
Depth Charge and Doomsayer is really good in removing the Magtheridon Cubes early on, since this boss have no burst, and no early minions with >=5 attack.
After clearing his board with Doomsayer/Depth Charge early and playing the ramp cards, usually I can start putting big minions from turn 4-5.
It's fine to get hit by his 10-damage hero power once, or even twice. The boss have no burst damage, so you'll still be safe at <10 HP once you have board controls with big minions.
Mulligan for Depth Charge or Doomsayer, and keep the early ramp cards as well. Probably don't need more than one Doomsayer/Depth Charge in opening hand though.
Few other cards I was considering but not putting in the deck for now:
- Evasive Chimaera: Could help with clearing cubes early, and could potentially kill his big taunts later. Don't feel I need it though since Depth Charge and Doomsayer is enough for early game defense.
- Black Knight: Enemy tends to have big taunts later on, although the 4/5 body isn't really useful in trading against cubes or big minions
Teron Gorefiend with Freeze Mage: https://imgur.com/a/WOHNyXZ AAECAf0EBsUElgXtBb8Is8wD9tYDDIoBnAKeArsCyQOrBMsE7QTsB5+bA/SrA4SxAwA=
The boss isn't hard enough for Freeze Mage, which makes this the quickest deck perhaps. I still have a bit of chance to lose, but usually it's due to my minor mistakes, such as using the Vengeful Spirit card too quickly or too late. And there's a small chance that your Alexstrasza will get stolen by his Death's Grip...
Usually, I'll use the Vengeful Spirit (destroy Shadowy Constructs) when he have two Shadowy Constructs that I don't have an easy way to deal with. It's fine to use it on only one, if things might get dangerous or if I have too many cards in hand.
Note that this boss have quite a lot of bursts from his deck (Death Coil, Death and Decay, Bonemare, and his Shadowy Construct's effect too). So try to avoid getting <10 HP to be safe.
Some explanations on card choices:
- Doomsayer/Depth Charge: Usually I'll use them in turn 2 to kill first two constructs. Good to use for late game as well combined with freeze spells. Though the chance for them to be killed by his Obliterate or other spells is not small.
- Secrets: Using them cause Ancient Mysteries feels really good, and Vaporize can be played anytime proactively, which also reduce your chance to have a full hand. Ice Barrier cause healing is useful as well, since boss have lots of burst.
- Frostbolt: Could help in scoring lethal after Alexstrasza, not sure if I actually need this though since most of the time I don't need this for lethal. Fine to use on an enemy minion if required, you have Fireballs, Pyroblast and good chance of having Alexstrasza hitting face.
- Kel'thuzad: Very huge value when you combo this with the 0-mana Vengeful Spirit.
- Novice Engineer / Thalnos: I was thinking of putting even more card draws like Starscryer or Loot Hoarder, but sometimes it causes you to have too many cards in hand if you haven't used your 0-mana spells yet. Also having more minions will increase the damage you get from Shadowy Construct's effect.
- Lorekeeper Polkelt: Tutor for Alexstrasza. Watch out when you have him early, need to make sure you have enough cheap defensive cards beforehand, cause you'll be drawing expensive cards for the rest of the game.
Cards that I was considering putting in:
- Rolling Fireball: Decent board clear that often clears two minions at least, but dont have the card slot for it since I rather have secrets I can play early.
- Cone of Cold: Decent board freeze card, but not enough card slots as well, and his Anti-Magic Shell have a bit of chance to mess up your Cone of Cold. Blizzard is preferable since it helps in setting up a Flamestrike clear.
- Flame Ward: 3 damage while he have lots of 4 health minions, so it's not that effective.
- Taunts: Was thinking of putting Bone Wraith or Proud Defender in this deck, to have him use Obliterate or Death Coil more often, so that my Doomsayer / Depth Charge will have more chance of success on late game. Although this could end up dealing more damage to myself due to Shadowy Construct's effect.
- Combustion: Ok spell since it kills a lot of 4-HP minions, don't think it's worth the card slot for this boss though.
Darkmoon Faire update: Tried to replace Novice Engineer/Thalnos with Rigged Faire Game, but I preferred the minions instead. To reduce the chance of Alexstrasza getting stolen by Death's Grip.
Supremus with Control Priest: https://imgur.com/a/IO8YoQN AAECAa0GBsUE36kDjrED87sDyL4Dp9UDDAjTCoKUA5mbA82vA5m2A9i+A8vNA9bOA8HRA6zUA6bVAwA=
For Supremus, I've made this straightforward Control Priest. Just focus on removing his minions early on (turn 4-7) then play your late games to grind his health down.
Need to watch out for his bursts, he have 2x Lava Burst and two other minions with 3 damage Battlecries. Another reason why Priest works well since you can just heal with your hero power.
I've tried Freeze Mage, cant get it to be effective since I don't have Ice Block and can't reliably remove their huge minions.
Tried Ramp Druid as well and while you can often get your 7-drops by turn 4-5, it's not as consistent as priest. His Scrapyard Colossus and his board clears, alongside your lack of removals, causing Druid to not be as effective.
Post any ideas of Challenges strats here.
Made slight adjustments with Scholomance cards: Decklist: https://imgur.com/a/95rW1bY Deckcodes: https://pastebin.com/tgKuQTNh
I tried Lorekeeper Polkelt as Alexstrasza tutor in Maexxna, Noth & Grobbulus. Cheaper than Curator, but probably shouldn't play it if you don't have your bursts yet since it'll take few turns for you to get Fireball / Holy Fire after playing Polkelt. Still not sure if this is better than Curator. Didn't put in in Gothik cause this boss is a bit harder to control the board than Maexxna or Noth, not drawing the defensive low-cost cards after playing Polkelt might be dangerous.
Also tried Sphere of Sapience in games where you'll want to draw specific cards. Don't think it's good for the Alextrasza decks cause don't need to get Alex early and you have tutors for it anyway.
I didn't put in Sphere of Sapience for Razuvious because it could mess up your Rummaging Kobold.
Put in Voracious Reader and Speaker Gidra for Loatheb. Voracious Reader is really good for card draws obviously. Gidra isn't important though the effect suits Loatheb. Adorable Infestation is also not bad, could be used to buff a 1-health minion to counter his board clear, and gets you tokens as well. Don't think it's worth replacing other cards with this though. (Edit: After doing runs recently, turns out my Loatheb winrate is much better than pre-Scholomance. Not uncommon for me to have several wins in a row now)
Think I'm done with Naxx deckbuilding for now. Though with new expansion coming up soon, who knows what tweaks will be made. Decklists: https://imgur.com/a/23J1yqH Deckcodes: https://pastebin.com/NHAsQJtA
Explanations on some minor changes:
Noth:
- Tried to put both Curator and Jepetto to have even more chances in drawing Alexstrasza early.
- Also only putting 1x Eater of Secrets so Jepetto have no chance of messing up, and I usually only need one anyway.
Heigan:
- Shriek is decent, cheap and doesn't discard your important late game finishers.
- Sac Pact isn't available anymore, but Warlock still probably the best for this boss cause they have the most suitable early removals and board clears.
Gothik:
- No significant changes from previous Mage decks. I don't think Mechathunlock will work well since his Unrelenting minions will stop Mechathun's effect if it got killed by Cataclysm. You also often get Alex by turn 9 or 11 anyway, and freezing helps in reducing animation.
Four Horsemen:
- I'm replacing Power Word: Glory because of long animation and we already have enough heals anyway.
- Added Acolyte of Pain for more draws
Patchwerk:
- Kobold Stickyfinger isn't really necessary since you still usually get turn 6 without it, but I guess there's no reason to not put it in.
Grobbulus:
- I didn't put Depth Charge cause it can get killed easily with it only being at 3 health. Also 5 damage doesn't kill his 6 health minions.
- Added Runic Egg for more cycle. Still unsure whether to put Runic Egg or Depth Charge in my deck. (Edit: I removed Runic Eggs for an extra SW:D and Holy Fire. Think I'll prefer it this way for now, extra Holy Fire could be used for heal or for having more chances in getting lethal after Alexstrasza)
Thaddius:
- Added Stormwatcher as a late game finisher. Able to deal 16 damage straight away and he's at 4 health which is above the range of Thaddius's spells.
- Replaced Demonwrath with Shriek, since it's cheaper and you can ensure Shriek to not discard your late game finishers.
Sapphiron:
- Replaced Weapons Project with Heroic Strike, since the weapons add quite a lot of animation.
- Added Bulwark of Azzinoth, decent card to defend your health.
- I tried to avoid having too much 3-mana spells since it's harder to get rid of once you got your Hemet going.
Gluth using Mage with Kobold Stickyfinger: https://imgur.com/a/pJcPomx AAEBAf0EArwI9w0OrAGSBKsElgX4B4S7ApfBAsfTArT8AuqJA7+kA/SrA4ixA9a+AwA=
Similar method with Razuvious, but not as consistent. Maybe about ~75% winrate? Usually finishes in turn 7-10, should be significantly faster than the old Paladin deck on average.
Done by blowing his early minions with Flame Ward (ideally in turn 4), then steal his weapon (ideally in turn 5/6). Usually can freeze him few times before the steal, to prevent the durability from getting wasted
Firstly, Gluth isn't guaranteed to get his weapon early, unlike Razuvious which seems to be fixed in having the weapon by turn 3. Gluth have 4x Jaws though, so it's still very likely for him to get it within 3 turns.
Secondly, you need to have two cards (Flame Ward and Kobold Stickyfinger) on time, instead of only one. Being late in getting these (Ward by 5 turns, Kobold by 6 turns) and it could be pretty hard to win. We do have lots of card draws and tutors which makes it likely to get these on time.
The taunts (Mirror Image/Wax Elementals) is to be used after Flame Ward, not earlier. Useful in late game if your health isn't high.
Flame Ward plus 3 tutors (2x Ancient Mysteries and 1x Mad Scientist) seems to be the right amount. Mad Scientist is normally played on turn 3, since AI doesn't like to trade it. Then you trigger his deathrattle in turn 4.
Also put in Shieldbreaker since it's occasionally useful to handle his taunts. (Unstable Ghoul, Sludge Belcher, Abomination)
Mulligan: Main goal is to have Flame Ward & Stickyfinger or their tutors. Don't need to have more than one copy of these though. Keeping one copy of a cheap freeze and draw is also useful. Don't keep taunts since that's for later.
Kelthuzad with Mechathunlock: https://imgur.com/a/FKHaVkZ AAEBAcn1AgicAsMWnccCzukCwvEC8fsC8KwDrroDC4oB4gb4B/UPrRDexALH0wLciQPamwOEsQO9vgMA
This has been consistent, and often kills him before he got to his second phase. So it's faster than the Majordomo Priest strats.
It's easy to control the board in here, but his hero power deals lots of face damage so you'll need lots of healing. That's why I include Gurubashi Offering as well, it often triggers successfully.
For the board clears, Doomsayer/Depth Charge seems enough (plus cheap taunts to protect them). Unstable Felbolt and Darkbomb is good as well since he have lots of 3-health early game minions.
I'm using Dorian combo since it should be safer as you don't need to spend a turn to setup with Thaurissan. Haven't tried the Thaurissan yet but I'm guessing it's slower, because having one extra turn to setup might triggers his second phase (which is a lot of animation).
Didn't put Soularium here. It might help triggering the combo one turn earlier if I don't get an early Hemet. Though it could also just clog your hand early on, which might make the deck less safe.