In your opening hand there are a few key cards to look for: Restitution and Ladonza, The Alehouse Shield Maiden. Alehouse Drink - Wine also works here as a way to tutor your Ladonza into play.
You'll also want a good combination of powerful on-reveal effect cards, and ways to reveal cards/draw. Alehouse Drink - Skoal is both a great on-reveal card, as well as a great way to generate card advantage. Big reveal cards like Alehouse Fortune And Future, Bottoms Up At The Alehouse, and Alehouse Hunting Party are also important.
The other key card to look for is The Grand Alehouse as a way to power your Ale counter synergies and enable some reveal effects.
An ideal opening hand would look something like this:
Ladonza, Skoal, Restitution, Grand Alehouse, 2 Fortunes and futures
This hand gives you Restitution and Grand Alehouse to power up your Ale counter synergies, Ladonza as a removal tool and engine, Skoal as a card advantage piece for your reveal effects, and Alehouse Fortunes and Future to draw through your deck and trigger reveal effects.
Some Alehouse effects DO NOT declare targets when activated, only when resolving. This includes Ladonza's Quench Ability, Molotov's Static Ability, and Hunting Party's reveal effect. This means your opponent has to respond to the ability before the target for the effect is declared. With the following cards you do not have to specify what you destroy, but make sure to give your opponent the window to respond BEFORE you follow through without targeting. If your opponent is not familiar with Alehouse, make sure that you state this as otherwise people will get very upset that they missed a response time
Also do note that Ladonza's Quench ability only hits face-up cards.
Ladonza Quench can reveal up to three but can shuffle up to how many you revealed. Alehouse Drink - Skoal is key for getting draw power, so always quench for it when you can.
When Ladonza perishes for the first time each turn you can reveal wine, which lets you revive her and quench again. Wine's first ability also lets you tutor out Ladonza from your deck.
Alehouse Drink - Skoal draws one card when revealed by most Alehouse cards, but draws two if revealed by a drink. If you have a warrior in play, you can use Alehouse Drink - Moonshine to trigger this for more card draw.
Alehouse is great for racking up Ale counters for various synergies, but it's destruction effect is also incredible, letting you tutor out a mass of Alehouse cards.
Some of the key cards to tutor for with this effect are:
Grand Alehouse (if possible), Fortunes and Future, Skoal, Moonshine, and any other cards that you may need.
Try to avoid searching for more than one warrior.
Alehouse Molotov's is a key removal tool on both it's on play ability and reveal ability. Importantly, if you activate Molotov and choose to use the first effect, you either have to blow up 0 or a card for every 4 ale counters: you may not destroy up to. Pay attention to how many counters you have in play when activating Molotov's, and how many cards will be destroyed.
Hunting party reveals five cards off the top and then put them on the bottom, this can be useful in combination with Bottoms Up, as you can use Bottoms Up afterwards, to proc all the effects again while adding all drinks to your hand.
Rowdy Ronda can shuffle back your tipsy from hand to proc its reveal effect.
Exit The Alehouse has an eradicate from discard effect to target one card at the end of an opponent’s turn and place it on the bottom of their deck. Importantly, this can hit face-down fortified cards.
Both effects of Strategy Room Below The Alehouse are powerful on their own, but if you control a Grand Alehouse you can shuffle back important cards, and sort your top five to dig for them.
Grand alehouse can be used to put a Ladonza back on the top of your deck, and Skoal can let you conscript her from the top to activate Quench again.
Grand alehouse can remove problematic warriors from the field, but also to put less important warriors back to mess with their draw. Even better if you can hit a warrior with no enter play abilities, such as Menoetius, Primordial Doomed Might.
Brewmasters Alehouse can revive Ladonza on their turn to activate Quench, and can also revive Ronda to Shockwave herself revealing Gettin' Tipsy, Gettin' Rowdy
(Win-Loss-Tie) + Tips & Sideboarding
Resistance Aggro (0-0-0)
Shuffle away the warriors, armaments follow. Shuffle away the valley, cannot use statues, simple to deal with.
Fandorian Midrange (0-0-0)
Shuffle away warriors as well as the pieces that buff the warriors.
Dice Combo (1-1-0)
Save exit the alehouses for when they make their big push with back alley, shuffle back as many as possible, out rush them on the first 2 turns.
Boars Aggro (0-0-0)
Shuffle back temple and main pieces that make boars big, out rush the boars.
Duxvox Control (0-0-0)
If the deprivation chamber is able to get off, it prevents you from shuffling a lot of cards but it is still important to note that you are still able to quench. Without many warriors in the deck, there aren't many things for the scorpions to steal, the only thing that you need to worry about is Vox’tox perish, aside from that, the deck can’t do much in terms of actually getting bombs off. If the bombs do get off, you will be able to have an opportunity to shuffle them before the next turn, which is when you would need to, otherwise it can get pretty deadly, stop the deprivation chamber and revolution ASAP and you can out gas them.
Seraphim Control (0-0-0)
Seraphim is not difficult to deal with at all, all the holy counters get removed when you are shuffling them back, get rid of ascension, as well as any warriors and it is super difficult for you to lose, this is a matchup where you want to stack the top of the deck with decent warriors, it will mess up their draw power heavily.
Lost Messiah (2-1-0)
Not difficult to deal with, shuffle past and gas through, matchup where you want to side in mists or some way to reduce effect damage. Game 1 could be the most difficult since you need to not make counters until you are ready to push for game, you can make counters but it is important that if you do, you find some way to get rid of them in that turn. DO NOT PLAY DISTILLERY. If you can effectively shuffle their pieces back while also maintaining low counters, you can then have an explosive turn, the easiest way would be triple mead, and then reveal a moonshine in some way and then deal mass damage with a warrior. SIDE IN CONCRETE CATACOMBS
Fallen Control (0-0-0)
Could be an issue if they steal your important warriors, but it is important to note that you can shuffle back most of their important control pieces, you have the potential to out speed them, while also holding them back.
Black Magic Combo (0-0-0)
Possibly a very difficult matchup since a good majority of your deck could be eradicated very quickly and then you don’t have much to play with. Game 1 might be difficult but if you can win that and force a game 3 if you lost game 2, you can gas out until you find a catacombs and then their deck will crumble, if even for a turn, a turn in alehouse is very important.
Grimm Combo (1-2-0)
If they are able to outspeed, you can be in a difficult matchup, due to denial by doom fire acting as a negate from the discard pile which can rip apart the deck. Death’s doorstep also hurts the deck quite a lot since you don’t get your perishes anymore, but you are able to shuffle it back which can be an improvement against other decks. Just try to outspeed and hope that you don’t give them good plunders.
Putrid Control (4-0-0)
Putrid relies on having and keeping up a board state, quench rips them apart, relatively easy match, they can do some effect damage but will hurt themselves a lot and are quite slow paced. You can just outspeed them and win for the majority of the games. Side in catacombs for an easier win.
Primordial Aggro (0-0-0)
This relies on heavy eradication and can swing pretty heavy and pretty fast, most of the time is a turn 3 kill. If you are able to quench the warriors that got super big when they attack through reviving with Brewmaster's Alehouse or figuring out a way to stop their current attack.
Unstoppable Control (1-0-1)
Relies on slowing you down, they most likely won’t be able to win against you but it is good to note that you can outspeed them if you get a good hand and stop their reformation. Most likely will win in a tie, can prolong the games by doing more solitary things, extending your turn to simply go to time. SIDE IN CATACOMBS.
Blastforge Aggro (2-0-0)
Can shuffle back the important pieces, blastbombs, into the blastforge, hammer and cannon. Blastforge is decent but can hurt itself quite a bit in order to be able to do something decent. Shuffle away the warriors, the deck doesn’t run ways to stop unifieds.
Frost Tempo (0-0-0)
Can be difficult since the deck runs a lot of slow down pieces, either try to outspeed or to play more tempo. It is important to note that alehouse is an aggro control, you can be oppressive while also being more aggro.
Alehouse Tempo (0-0-0)
All about whoever can play faster than the other. More about waiting for an explosive turn. Drink more than they do.
Mystic Fire Midrange (0-0-0)
You are able to shuffle away their pieces that keep up their board state, making it so that you play more control in a way, stopping their board from developing for a long time, so that when you are ready, you can have an explosive turn and win.
Dragons Midrange (4-1-0)
Can shuffle away the eggs, they can have an explosive turn so try to kill them by turn 3, otherwise you might be in danger. Shuffling in mists or haven is a key piece here since you can pop that on turn 3 and then be alright. They have the potential to deal around 60 damage in a turn so you need to be able to stop them whenever you can.