So this is a step towards what I believe the be the evolution of Praxis tokens- Rather than focus in on the obelisk plan or run all your ramp cards to build up to HotV, this list focuses more on the ability to try to steal quick games with Rally or just beat down the opponent with all your efficient 2 drops and chargers.
Why cut down on Obelisk? Plain and simple in set 5 midrange decks are able to outgrind Obelisk decks pretty easily thanks to Display of Ambition and Howling Peaks, not to mention the other issue of Relic hate being easily accessible in the day and age of 8 merchants, even if not all 8 merchants can grab bore in a given deck. So why one copy of obelisk? Because Obelisk is still a powerful card, but by cutting down to 1 you don't have to worry about having your hand clogged by holding multiples.
Why are we still playing token cards if we're not on Obelisk? Because Rally is basically the best card you can play to quickly close out a quick win, not to mention the Grenadins let us chump those huge hojans.
Why are we playing this and not another aggro deck? Good question, honestly you probably would get more mileage out of a lot of the other aggro decks in the format, but fact is Praxis tokens has been gradually slipping out of the meta since back to my previous point, FJS/Peaks decks are extremely capable of outgrinding tokens, so trying to aim for faster games seems like how to get around that.
Why Odd counts? The reason for only 2 copies of Be Gone is plain and simple because we're not Elysian, so we can't double up to an 8 count of bounce spells to allow us to consistently keep something off the board, so instead we're hoping to just have a single copy to let us get that last push in. 3 count of Oni ronin and Assembly line is because we want more 1 and 3 drops but not a full playset worth. The singleton Obelisk and Obliterate are there because they're both great cards to see if a hand plays longer, but only a single copy to reduce the chances of your hand getting clogged up with multiple copies early game. The singleton Darya is something I would think about expanding, or possibly just replace her with Sandstorm Titan, but is generally a solid drop on curve or can be flexed into something better in a flood hand, unlike HotV who flat out requires us to get to 6 mana and can sometimes still be uncastable due to the influence requirements. (which necessitates Trail Maker, which is a real cost as I think we're better off with the Resolute Monk)
Card Considerations
Kaleb's Intervention- it is a very real thought of mine that the bore might be better served as Kaleb's Intervention as it can be flexed as the +2 Overwhelm spell in a pinch, but ofc that can only hit one relic otherwise and also can't be used to clear Permafrosts like Bore.
Lunar Magus - I haven't tested it out, but it is a card I've been thinking about as I do like how it dodges a lot of the popular removal (Display, Vanquish, Hailstorm) but I don't like the thought of giving my opponents extra cards without Maul to capitalize on it, but that's preference, we are a fast deck so the classic logic of nightfall can always be used (as a low deck extra cards are more useful to us than your opponent) This would also probably go in the place of Assembly Line- it would mostly be taken if you think you'll be playing against a hailstorm heavy meta.
Rakano Outlaw- its possible that the scribes might be better off as outlaws, just more testing would be needed.
Sandstorm Titan- As opposed to Darya he's just bigger on the board when he comes down and does a better job of walling against aggro mirrors, he can't flex that Berserk+Deadly gift though and he also does get hit by Vanq/Display of Ambition (although he does dodge Permafrost)
Darya- because people are going to ask, it can be the high end of your curve like HotV usually would, but its perfectly playable as a 4 drop itself, which is very key when we're now trying a list that isn't trying to create a board that outgrinds the opponent, but rather a board thats able to quickly overwhelm the enemy.
Tactics- This list is hoping to be able to play turn 1 1 drop into turn 2 teacher of humility- with that in mind the tactics are out to try to keep it so you can always play undepleted power. Since our Curve doesn't go over 4 for the most part (topping out at 5 for the singleton/market obliterate) they are definitely a good choice- this is the same reason why the Ruby Obelisk is a 3 count, I opted to get a 10th Sigil in to increase the Ready Seat percentage.