Hot take:
Summoner Savant is a pretty crazy card. Cheating out
Sashenka of Kosul on turn 4 is pretty tough for most decks to deal with. Brewed this up as soon as the new set dropped and took it from D3 to Masters over the course of the rest of the day, going 14-6 in my last 20 games. The meta is obviously still evolving, but I wouldn't be surprised to see Summoner be a significant player in whatever develops.
Units
Summoner Savant is the build-around. It's pretty fragile, and surviving a full turn cycle can be tough, but the payoff of cheating out a fatty ahead of curve is massive.
Battlefront Dasher and
Oni Inciter are here to give Summoner charge. Both Dasher and Inciter's Warhelm cost a single power, so the ideal curve is to be attacking with Summoner on turn 4. Inciter can also deal with problematic relics if necessary.
Plunk Wumpkin provides early pressure and card advantage, and also greatly appreciates being given charge.
Barbarian Guerillas are a flex slot for more relic removal.
Sindain, Arcanum Curator is a bit of additional card draw, and the
Power Bursts help ramp into the fatties if you don't have a Summoner.
Inferno Phoenix is sticky pressure - it's good at closing out games, and gives a bit of long-term value even if it dies.
Krogar, Burdened Hero helps stabilize and provides some nice board presence against aggro. Overwhelm helps him close out games.
Predatory Carnosaur is one of the best targets to cheat out with Summoner - getting a free 6/6 and eating your opponent's best unit is usually GG.
Talir, Headmistress is a little awkward to cheat out (since she can't attack even though she has charge), but still solid. Like Inferno Phoenix, she can provide a lot of pressure and close out games, and her ability to provide a bit of extra power for paying contracts or other costs is appreciated.
Sashenka of Kosul is the single best card in Expedition to cheat out with Summoner, IMO. Provides a ton of board presence, some nice card draw, or snipes down flyers. Very nice.
Interaction
Miner's Musker is a bit of early interaction for opposing Plunks and other units. It can also help get fatties out ahead of curve sometimes.
All-Nighter is another piece of early interaction, or you can just play it on turn 1 to set up for turn 2
Apprentice Mage into turn 3 Summoner Savant + Battlefront Dasher (or just, you know, ramping into the topend). Overall, a nice and flexible option.
Searing Fist is another piece of interaction for dealing with early threats.
Power
Could probably use some work, since things often enter depleted on the first few turns. That said, the main goal is to attack with Summoner on turn 4, which usually isn't an issue due to all the Tomes. Beyond that, fixing is prioritized to make sure Summoner can be played.
Overall, I'd say this is an early build and could use some polishing, but it's a lot of fun to play, and surprisingly effective.