This is an aggro deck which wants to win through a few big swings of Damage.
Turn 1 plays are
On the Hunt and
Shakedown. I chose these cards instead of 1 Drops because they're actually useful in the Mid- and Lategame. Turn 1
On the Hunt into Turn 2
Hellhound swings in for a mostly unanswerable 4 Damage. Later in the Game it can be used as a Spell activation for
Rilgon's Disciple or
Pyre Elemental and is also useful if you want to guarantee your Draw on the next Turn. Unfortunately, it is Card Disadvantage, so we only use 3 Copies.
Shakedown fills our Hand through the always useful Nightfall and lets us remove a Threat from the Opponent's Hand. I usually choose Removal, Merchants, and Recursion (in that order) as targets.
Turn 2 plays are
Hojan, Crownbreaker,
Notorious Scoundrel, and
Rilgon's Disciple. These Cards need to survive a Turn to do anything useful, but if they can then you can usually swing in for at least 8 Damage on Turn 3.
Kaleb's Intervention gives you an 8 Damage Overwhelm,
Finest Hour is 9 or 10 Damage, and
Rampage is 9 or 10 Damage Overwhelm. Since
Rampage Costs 2 instead of 1, we restrict it to 3 Copies.
Turn 3 plays are
Red Canyon Smuggler,
Whirling Duo, and
Pyre Elemental.
Red Canyon Smuggler and
Whirling Duo are most useful if your Turn 2 play was answered, since they don't enable any of the 2 Drops.
Pyre Elemental is for when a 2 Drop survives.
Kaleb's Intervention or
Finest Hour on a 2 Drop, followed by
Pyre Elemental, swings in for at least 12 Damage.
Torch and
Display of Ambition are Removal. Any unit with 4 Health escapes them, but you should be able to use your Pump Spells to deal with those.
Display of Ambition's Recursion is surprisingly useful Mid- to Lategame. Returning a combination of
Red Canyon Smugglers and Charge Units can give you those last few answers to finish off the Game. I find myself using the Pump Spell portion of
Display of Ambition the least. You rarely have more than 2 Units on the Board at a time with this Deck, and it is only in those cases where I want to use that portion of the Card; especially since it doesn't activate Renown.
Market:
Bore is to deal with any and all Attachments that are giving you trouble.
Warhelm is used to activate Renown and give our Units Charge.
Slay is Removal for almost every occasion.
Jawbone Greatsword is for Control Decks and Aegis Units.
Deepforged Plate is a Wincon if you can get it on a Unit.
- Not sure if 4x Warhelm is better than spells if you remove disciple though...
- I find Inquistor's Blade a wonderful market card as turn 3 Smuggler turn 4 blade is 10 flying to their face.
- Crests seem strange on an aggro deck?
- Also, do we want any standards for spells from extra power, since we don't want more that 5 power.
Love the idea, going to play with it more.
Highland Sharpshooter is definitely a valid replacement. I'd probably try Warhelm instead of On the Hunt in that case and then put Inquisitor's Blade in the extra market slot.
Standards are definitely valuable when they work out, but I prefer the extra Influence fixing from the Crests. In a 3F Aggro deck we want to try and get things as consistent as possible.
Let me know how things work out.