A deck with an unusual power curve, it has two distinct regions of power. The lower power portion of the deck is set up to establish a base level of threat and stabilize the board against fast aggro, but still provide value in the mid game with cards that have contracts and amplify. Sindain helps to bridge the gap to the higher power portion of the deck. The high power cards are focused on dealing damage the same turn they are played, so the deck becomes more aggressive as you get deeper into it. From my experience playing it, you get to chip away at the opponent's health a little bit in the early game, but are really looking to chunk them down at the end with back-to-back face damage before they can adjust to the change in strategy. Since you can do 6+ damage per turn with cards like Inferno Phoenix, Lava Burst and amplified Detonation Cannon you want to focus on just pushing damage once you have the opponent into the low teens of health. Don't worry about the board state as long your flyers can charge through. Be mindful that if your opponent is playing justice they may be holding Auren Condemnation, and don't attack while they have 3 power in reserve.
The deck doesn't contain any cards to draw sigils. Instead we have a range of cards with inscribe that can also help situationally: Warning Shot is great against Houndmaster and Xultan Ambassador, Kickflip Monk is also a good defense against aggro as well as hindering revenge decks, and Cloudscraper can help clear a path for our flyers as well as provide a strong body. If you don't need them, don't hold them! Inscribe so you can get to 5 power as quickly as possible.