This deck utilizes a lot of draw and warcry to buff its weapons. Use the relic weapons to clear the board. Use your creatures with their own weapons to defeat the enemy.
Renegade Valkyrie are win conditions in case of stalemates. With a couple warcries + a weapon, they'll take down the enemy in 1-2 turns.
You can add more
Harsh Rule in the deck if you feel like it. I rarely find myself needing it, and usually I have enough draw to have drawn it. A second one might increase the chances to draw it, but it will be unnecessary if you draw it twice.
Rakano Outlaw is usually the target of removals. Don't expect much from her. Play her before your important stuff which is
Oni Quartermaster and
Longhorn Sergeant. Most of your warcries will occur from
Crownwatch Paladin and from
Crownwatch Deserter.
I only have 1
Rakano Artisan in my collection and I don't feel he has much of an impact. It's nice to draw him, but he might not be worth playing very often. I didn't spend the shiftstone to make a new one. If you don't have him, then put another warcry creature in. Sometimes it's nice to draw him and play him, but usually his effect doesn't have as much of an impact, unless he's played immediately on turn 2.
If you don't have
Jekk, the Bounty Hunter, you can add another 2x
Rebuke or 2x
Valkyrie Enforcer (although Rebuke is preferable I think because of its stun, letting you get more warcries in). I used to run 4 Jekks, but I found that it was overkill. Their damage didn't really matter most of the time, because the game was already won by then. Therefore, I added the more cost-effective Rebuke. Jekk can still be very useful if I'm approaching a stall.