@Naxx cards -
I really haven't had much access to HS this past week, but from what I saw, I still hate haunter creeper on paper but in action it seems decent.
Turn 2 creeper, turn 3 Juggler + Sargeant gives you 3 damage and 3 knives, it's quite effective.
Grujah, the zoo deck has been working wonders for me so.. 10-2 since I picked it up. It's working way better than my old zoo list ever was/
Here's some pointers:
If I don't have 1/2 1-drops on play/draw*, I mull for 1 drops. I usually leave 1 two drop just in case.
I always mull 3+ drops. Sargeant is not counted as 1 drop as you REALLY do not want to drop him T1. Dropping Priestess T1 without anything else is not that bad. You can save Soulfire vs Druid/Lock/Rogue or Mortal Coil vs Paladin/Hunter/Shaman/Lock. Only one of these 2.
If you drop Knife Juggler T2, he dies. Like, 80% of times. He bites removal like nothing else. I usually like to drop Wolf first because he has instant benefit, and Juggler later, if I have to choose. (chose?).
You usually don't want to discard anything with Doom Guard but if you have to, you have to. You ideally want it to make it so that turn 6 you empty everything in your hand except Doom Guard, so if you draw a 1 or 2 drop you can drop that + doom guard turn 7.
If you plan to Life Tap, ALWAYS Tap before making other plays (except with Doom/Soulfire edgecases).
Positioning, esp with wolf, is very important. 3/2 1/3 1/3 is much better positioning than 1/3 3/2 1/3, because it gives you more flexibility with Wolf/Argus. When placing a new minion, and you have a wolf in middle, you want to put it next to a taunter or a primary target, as those die first and new guy gets boost faster. When you have a Wolf on ground, attack with everything first, than drop a Doom between Wolf and something, for that 1 extra damage, if you can. And stuff like that.
*play/draw = without coin/with coin, I cannot shake that term.