I normally don't make aggro decklists, but I came up with this idea and it was too ridiculous to pass up.
There are two halves of this deck: the relic synergy half and the lifeforce half. The relic synergy half includes a large portion of the aggressive relics that shadow has access to like
Rat Cage and
Marionette Cross, while the lifeforce half includes a couple heal cards like
Auralian Restorationist and Exctract and several aggressive lifeforce cards like
Cult Aspirant,
Cabal Slasher, and
Premonition Wisp.
Tying these two halves together is
Cabal Scavenger. As a unit with lifesteal it's great for triggering lifeforce when your lifeforce units come into play, as a 1-drop it's easy to play out early, and when both halves work together through Scavenger you get some completely ridiculous boards.
The odd card out in the deck is
Shakedown, which is designed to help deal with Hailstorm and other early removal tools. This list suffers from being extremely vulnerable to removal on a good portion of its cards, and it usually needs some sort of early snowball to win against a lot of decks.
I'm still testing market cards, but so far
Harbinger's Bite,
Secret Passage, and
Madness have been working out the best. Bite gives a little bit of extra steam, some burn damage, and a heal trigger all on one card, Secret Passage is good for closing out games where the board is clogged up by big, beefy units, and Madness helps win the game when the opponent is relying on a big blocker to prevent lethal. I'm currently testing Mob Rule as an efficient answer to expensive units and Rapid Shot as a way to push extra damage on board for when I need to go faster but don't normally have the damage on board for it.
This deck works particularly well against control decks that don't draw their removal in time and aggro decks that don't have lifesteal units.