The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
I think that the importance of having enough Tavrod targets is pretty overrated when it comes to tuning individual spots. I haven't done the math, but due to the nature of Tavrod's ability, I would bet that your odds at 9 targets are not too different from at 7 and you get diminishing returns when you roll more than 1 anyway. Along with my skepticism of the statistical benefit, I also don't think Tavrod triggers are so important that you should play suboptimal cards just to improve them. Tavrod isn't actually that crucial to the deck's game plan. He's very powerful and an enormous bonus but so much of the time he's either too slow or dies immediately that I prefer to think of him as something that you play because he's good and just wins you the game sometimes instead of focusing too much on maximizing his targets. That all being said, I think TonyGeeeee's version has merits and is better than this version in the right matchups. Runehammer is absolutely worth considering for the mainboard, just for different reasons than to increase Tavrod hits. While it is especially powerful when given +5 attack and can leverage that bonus much better than non-relic weapons, that is such an unreliable occurrence that I don't believe it should influence the decision to run it. In my view, runehammer is very good in the mirror and against other aggressive-midrange justice based decks but poor vs feln, bad vs aggro, and sketchy vs time decks. TonyGeeeee's list was tuned for an Argenport heavy meta by including finest hours and runehammers, which was the right choice because it was a massive part of the Invitational. This version is built with different meta expectations but if you're seeing or expecting a high amount of AP, I definitely recommend that one instead.
For ladder you generally want about 3 power and at least 2 2-3 cost units. 2 drops and unseen commandos are preferable both to stabilize against aggro and establish tempo against slower decks. Early sabotages are nice but they don't make or break a hand unless you know what your opponent is on. You usually don't want more than 1-2 of either weapons or removal and no more than a combined 3 of both because they can crowd your hand in a lot of matchups and the deck much prefers to be proactive. A frequent way to lose is to draw more weapons than units because that opens you up to being 2 for 1'd and having your hand filled with dead cards, however, the deck often wants to draw at least 1 because they can be necessary to leverage early tempo or break stalls. In the opening hand, however, I lean towards prioritizing a proactive plan with enough units and hope to draw weapons later but a hand which can curve turn 2 crownwatch paladin into turn 3 bloodletter is usually a reasonable keep. If you know what your opponent is playing like in a tournament, you can mulligan more aggressively for the cards you want in that match but your general goal will be to get a hand that can establish or fight for tempo on turns 2-3.
Don't get me wrong, I'm not being critical, it may be a very fair reasonable tradeoff, idk
Ditto on loving the deck name 😂😂😎😎