This is one of the decklist i'm most proud of, a totally dumb "i'm gon attack, k?" aggro deck that's has an almost sure win on most mid to late game decks and often overvalues other aggro decks.
You can easily surrender by turn 6 or 7 if you haven't won yet btw.
Monk Innervator is the MVP of the deck and the reason you're gonna stomp on other aggro decks, it's also a card that often gets overlooked and ignored by spot removals since opponents take it as as a shit card, too bad that you have so much charge units that this little card gets you so much value is insane.
One on the board is strong, with two you're guaranteed to get trades in your favor.
Quick rundown of the list here.
You got your charge units with:
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League Explorer that most of you surely know, it's annoying as a 2/2 charge, even better as a 3/3 or 4/4;
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Amaran Stinger is another big player, netting you extra board presence and pesky blockers after infiltrating;
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East Annex Smuggler a charging unit with access to the market is the best thing that this deck could need;
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Auralian Supplier a unit that charges and often gets you a +1? Where do i sign up?;
You get the mandatory 8 plunder cards wit 4x
Monk Innervator and 4x
Desert Alchemist;
Torch for removal or finisher to the face and
Kairos' Choice is also for removal but the second mode, albeit niche, can be really useful too in a deck like this since most of your cards charge or can get value when replayed;
Javan, the Steel Crest is an awesome 3 drop here, getting you immediate value on your charging units and often netting you an additional attacking unit with +1/+1 for 4;
Shoal Custodian and
Rune of Relocation to clear the board of annoying blockers in the mid to late game;
Lumen Shepherd gets you extra free units and becomes a market/plunder target after that;
Tthe infamous
Autotread is often a closer and when it's not can help you finish units off or set your hand for Supplier value;
Last, but not least is
Midchief Salus mostly played for 4. You go very wide with this deck and have very low stats, but getting +3/+3 or more to a charging unit is very often game ending in your favor, Quickdraw is also very nice.
Last thing i wanted to mention is the market, 5 cards but most often you're gonna use 3:
Bore -
D'Angolo Houndmaster (dogs get buffed by innervator btw) -
Jekk, Mercenary Hunter . The other two are very situational but when they actually become useful the impact on the game is pretty damn nice.
Have fun and remember, the dumber is the play, the better is the result!
Also a +1/0 helps you remove blockers but doesn't help you save your creatures from said blockers and you kinda want to make your stuff sticks on board as much as possible for Supplier/Salus value