The basic strategy is to drop solid units and use solid removal to keep control of the board. We do best hitting on curve turns 1-4, but we're usually fine if we use turn one to play a power that we can't play non-depleted. on turn 2 it's important to land a threat. If you don't have stinger, turn 3 is often used to play a removal spell and either another depleted power or fire a discard spell. Turn 4 is the most important and we need to land one of our 12 closers here. Ideally at this point we're just closing the game out, however between titan, Vara, and the legion of scorpions we have the ability to grind out most games. The Hardest choices to make are when to play the merchants. it's very rare you want to play the merchant on turn 3. Only if we need our 4th power or we have nothing else we can play on turn 3, and even then it depends on our hand. The merchants are mostly to filter dead cards, or to grab critical cards. It's better to hold them with this deck until you can do one of those two things. The deck thrives between 4-7 power. This lets us drop a threat and still have a removal spell up. Any extra power should just be held to swap with the market.
Card Choices:
Units:
Argenport Instigator - an overstated aggressive 2 drop. with 10 main deck removal spells, 1 market removal, and 4 baby vara it's usually good for a few extra points of damage
Blackhall Warleader - very powerful 2 drop. if it's not answered it can quickly run away with the game.
Teacher of Humility - overstated 2 drop, it's relic both draws us a card and slows down decks that like to draw extra cards.
Amaran Stinger - Aggressive 3 drop that gives us lots of extra bodies.
Kerendon Merchant - I'm not running golem so this is my market card. Of our merchant options this one plays better aggro, and can be a defensive body in a late game grind.
Cykalis, the Burning Sand - Great to close out a game.
Sandstorm Titan - one of the most power units from any game I've seen. Over stated, Endurance, and shuts down fliers. He's defensive, Offensive, and dodges most removal.
Vara, Vengeance-Seeker - We're playing Shadow so it's an auto-include
Spells:
Dark Return - Get's our threats back, buffs them, and gives us a second summon/infiltrate trigger. This card should just be named Value City
Suffocate - a cheap removal great for all the aggro in the meta.
Sabotage - (currently out)Because you can't run 5 shakedown. but also because it helps us grab their removal and protect our threats. May add more, currently a 1-of to test it out.
Annihilate - premium removal, currently only 3 because it's the steepest drawback of our removal package.
Desecrate - Probably the best spot removal of the game.
Banish - Solid removal, deals with almost everything, and hit relics too.
Market:
Xenan Banner - Let's us hit our 4th power drop to hit our top end units.
Sabotage - lets us grab juicy targets. Always great right after the opponent does a market swap.
Devastating Setback - This is a flex spot. It seems to change all the time. However I was having a bit of trouble with go wide aggro and dropped this in. but run what you want.
In Cold Blood - Solid removal we can grab when we need it, and is back breaking to some justice decks.
Xenan Temple - helps us deal with decks that like to reoccur things from the void. But also allows us to generate some value, and if protected it summons Worldjoiner. This is a great card to help grind out a game if we get stuck in the late game. Unless one of the other cards is specifically needed this is the generic market pick.