More fun with the new
Reliquary Raider!
Warhelm and
Accelerate are the utility cards of choice Praxis has for getting off surprise attack- or on-hit-triggers, and Praxis has a really interesting toolkit building around them.
Champion of Impulse is always a fun one to play with. She makes you feel less bad for playing depleted power, she gets you short-term ramp which is great for a deck that ends at 5 or 6, and she can eat silences that would hit your much more long-term valuable units.
Crimson Firemaw is eternally just sort of 'a really good card with a really good effect if it happens'.
Worldbearer Behemoth will never stop being the best Diesel.
Jekk, Hunted Fugitive with Charge on him will find new and exciting ways to make your opponent start sweating.
Kyojun, Grand Shugo Is at an interesting sweet spot as a 4-cost unit; it means he's a turn 5 play > Warhelm attack, or a turn 6 Accelerate play; it means if you're stuck on 3 with a Champ on board with red active, then you have something to do anyway; and, at the end of the day, he's a decent excuse for playing
Oni Ronin in a deck, and that's always fine.
Soulfire Drake is a super strong move for Praxis in general, and here it means you get to fill your entire deck with either Charge, which is already what you're after, or Flying, which you sorely lack an answer to and in itself means uncontested attacks.
Cinder Yeti seems like the odd one out until you remember that he's just sort of a real good card for sneaking in attacks for an effect or just to finish a game entirely.