Poison Seeds and Spellbreaker are vital against the plethora of Mechs and Taunts and Evoed minions crowding in the meta: use them wisely.
Branching Paths: this card has always been OP and there is no need to explain it. It offers emergency draw and armor, but it turns into a lethal if you use it as a buff. Either way, this card is a major wincondition.
Starfire: good removal with a built-in card draw. Its high cost is particularly affordable in a ramp deck. Synergy with Medivh. Notice that it can go to face, and nobody expects you to have such an apparently slow card in your deck.
Mojomaster Zihi: you wouldn't believe the number of games that she wins you by preventing lategame threats like DK or Mecha'thun, or whatever comes later than turn 6. Just play her wisely.
Ramp & Curve during the early game (notice that many cards are multipurpose, so you can choose for the best path every time).
Don't worry if you can't ramp early. Play on Tempo, control the board with pings: Savage Striker, Pounce, Bite are your best friends at that.
Use Swipe carefully against aggro, don't rush. It is often worth to ping with hero power for a few turns and let your opponent to build some board that can be fully cleared with a swipe.
Keep your health far from opponent's lethal burst with taunts and armor.
At this point you should have either repelled a good amount of your opponent's efforts, and/or you have ramped up quite well. Or, your opponent has been more conservative than you. In any case, TIME TO PRESS ON.
ALWAYS check for lethal: very often, while playing on Tempo, you are so busy to trade that sometimes you are in reach to finish off your opponent, but you don't realise it. Remember that many of your defensive cards are also good as burst/finishers: Starfire, Swipe (these two together account for 18 damage total already), and Branching Paths.
There, hope you enjoyed it, and give it a +1
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