Touch of Force on a renown unit on the board and a charge unit/torch in hand.
Fearless Crescendo giving perma-flying (and torch no longer being fast) allows a hyper-aggro deck to have much more reach than it used to.
Cinder Sprite? Yes, Cinder Sprite should be kept in hand as a Touch of Force target. Then you can play it + crescendo + finest hour to deal 14 flying charge damage for 4. It also gives us more charge targets for Highland Sharpshooter.
The market is all of the highest-damage 3-cost spells.
Things that were cut:
Smuggler: too slow/weak
Rampage: +3 for 2 vs +2 for 1 with Kaleb's Intervention. Fast rarely matters, but costing twice as much does.
Emblems: Cut because decimating them rarely helped, but not having sigils often hurt (depleted seats or banners)
Sindok: fun, but really a win-more card.
Phoenix Stone: The only thing I usually got from the market, but cut along with the smugglers. May be worth substituting in for some sprites or something.