Knowledge Crown
Fun janky control deck with Crown and Cargo providing the RNG you need to keep things exciting.
Early game:
Set yourself up by mana fixing, playing Piercing Griefs, getting a
Crown of Possibilities out. If the enemy isn't playing an aggressive deck, consider using
Display of Knowledge to tutor your first Crown, but don't fall into the trap of thinking this is always - or even usually - the best use of Knowledge. They should instead generally be treated like removal.
Mid game:
Control the board in the usual ways (Drake, Vara, Hailstorm, etc), bide your time. You can close things out early if your opponent doesn't draw enough removal to deal with your midgame threats.
Late game:
This deck, if it survives to the late game with a Crown out, is very hard to stop. Don't waste your Dark Returns - if you get lucky enough to stick an Echo on something with Destiny, prioritize recurring it above nearly everything else. Other "wins you the game on the spot" battle skill combos you're hoping for include
Black-Sky Harbinger + Deadly and
Azindel, Revealed + Destiny, which makes them great Dark Return targets as well.
Market cards:
Last Chance is great for when you just need that one last Dark Return to go nuclear.
Extract seems like a weak card but is great when you're holding a useless high-cost card against an aggressive deck that runs small but snowballing threats like
Hojan, Crownbreaker,
District Infantry,
Champion of Fury, etc.
Feeding Time, obvious removal. Not maindecked in favor of In Cold Blood.
Passage of Eons is fine in a number of situations, especially for when you run into an opposing Crown or other relic-centric deck.
Pit of Lenekta as a finisher.