Update: changed the decklist to what I'm currently running. This is basically the most controlling version of the deck possible with the strategies it uses and is nowhere near optimal anymore now that people are teching for it, I would suggest looking at other JPS curse lists if you want to run it on ladder and have the best winrate possible.
The deck wins by drawing a lot of cards and incapacitating every enemy unit. Don't be too greedy with
Archgryffyn Patriarch, drawing two or three cards is almost always enough. And if you wait for too long, the opponent can get the chance to develop their board or answer some of your curses. Don't get greedy with Wanted Poster either, the deck has more than enough card draw, if you see a good exchange, take it.
If you have
Parul's Choice in hand, consider using a spell to remove a threat instead of a curse, being able to draw a bigger variety of cards with it is a big upside. Furthermore, don't think of the card as a wincon. Getting
Kodosh Sees All is the best way you have to win, but you have to stabilize first. Using
Felrauk's Choice on a
Permafrosted unit is a completely respectable play, take it when you can and don't rely on wanted posters. However, if you have both Felrauk's and Parul's choices in hand, getting a
Wanted Poster with
Parul's Choice is a decent play, but only rely on it if you can't kill a unit in a lesser amount of turns.
When using the market for the first time, just get the best removal spell for the situation you're in. Keep in mind that
Eremot's Designs can kill
Varret, Hero-in-Training. So even when you can't answer it with
Cast into Shadow or anything else in the market, it can still easily be defeated if you have one merchant. On your second merchant, you most likely will want to get
Ageworn Vestige, but don't worry too much about it if there are pressing threats. The lifegain, spellcraft, and weapon element of it are all amazing, but there are many other ways to close out a game, none of which are possible if you die first.
Some more specific tips:
When playing against stonescar, always try to keep
Cast into Shadow up if you have it, incremental damage from charging
Eclipse Dragons will add up over time and can cost you the game.
Soothing Shortbeak and
Forbidden-Rider Outcast are an adequate answer to
Cozin Darkheart and
Akko, Inspired Artist, but if you have removal to spare, use it on those units to prevent a
Kaleb's Persuader from turning the game around. If you are lacking in removal and have played
Soothing Shortbeak or a
Forbidden-Rider Outcast, using a
Felrauk's Choice on a cursed unit to get the attack minimizing curse to add onto mastery units can win games.
Don't fear the opponent playing a
Vara, Fate-Touched, you can almost always out-value it and end up winning the game if you have already stabilized. The same goes for almost every other way to generate value. No matter how many units the opponent has, the deck can provide enough removal. And if it can't, a
Kodosh Sees All can generate a new body every turn, and it can delay a loss for long enough that you can find an answer. The deck can stabilize after a bad board position or a low life total, don't concede until the enemy has dealt enough damage to have a guaranteed win.
Flex slots:
If you want to remove cards, you can easily cut one more
Soothing Shortbeak and
Outcast Fortress, these cards are very good, but not necessary for the core strategy. You can also go down to three
Parul's Choices and two or three
Wanted Posters. If you really need more space, uou could also cut one
Avigraft, one
Felrauk's Choice and one
Cast into Shadow. I wouldn't recommend lessening the amount of power, but you can definitely play this deck well with 25 power and no power in the market. Every piece of removal in the market is also a flex slot.
This means that I would consider the deck to have 10 slots semi-open in the main deck, although I would only recommend looking into changing 5 of them. Furthermore, the market also has two slots that are definitely flexible, and both of them are worth looking into. However, I think that no matter what happens, the deck works best with at least two pieces of removal in the market. If you think you have good tech that can further improve the deck, I would definitely suggest experimenting with it.
the amount of times i've tried to make generic JPS value piles work in the past hurts my soul ;w;
s-someday, right?
The games I did win though were extremely fun and blowouts in my favor.
A lot of the interaction depends on accessing your market, which just isn't very consistent. Feels like the deck needs 8 merchants or more removal spells to control the early game. Into Shadow is too unreliable, and Avigraft comes out too late. Then you're just left with Felrauk's choice, which is also potentially a dead card.