A fast skycrag deck that aims to capitalize on the use of spell synergies. Like most aggro strategies, it gets rolled by hailstorm.dec, but we run 4 hard counters to it as well as a few units that survive it, so the lack of aegis shouldn't be too much of a problem.
Card Choices
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Eilyn's Intervention: You low-end units are entirely yeti and you absolutely hate hailstorm, so this fits in quite well. Only a two-of since other tools took precedent.
Longbarrel: Another two-of, it curves out well on an Acquisitive Crow, removes chump blockers and makes your units pretty scary when equipped.
Powderglider: The only 1-cost unit, it has passing stats and synergizes well with spells.
Torch: Oh look it's a fire deck.
Champion of Fury: Hits hard. has charge, turn two play. Any time you play a 4/2 CoF on turn two, you know your opponent is cursing variance with all their heart.
Kaleb's Choice: Two of these improves the match up against obelisk decks, combustion cell decks and gives your deck some more defense against sweepers.
Strategize: Get more card, play more card.
Acquisitive Crow: The health buff really spurred me to build this deck. The extra spells it pops out can buff up units, affect the board state in very unpredictable ways, and be dumped by effects in the place of other, more valuable options.
Mirror Image: The card I'm not so sure of. This can copy powerful units, but otherwise doesn't fit a particular role in the deck.
Wisdom of the Elders: Some extra card draw for the longer games.
Alpine Tracker: A card I feel doesn't get the love it deserves, and the reason no 1-health creatures are in the deck. Clears out tokens, but most importantly aegis effects while being a 3/3 charger that can pressure down your opponent.
Kaleb, Reborn: One of the biggest synergizing cards in the deck, it poses a decent threat on its own, but also has a prowess effect and a way to shuffle your extra power and spells from Crow into your deck in exchange for gas.
Jotun Feast-Caller: Some top-end gas for the deck. A solid body with aegis that draws cards when you smack face with it.
Obliterate: A chunk of damage intended for your opponent. Can also remove pesky blockers without sacrificing damage on it.
Pyre Elemental: A charger that you can cheat out using torch, Crow cards etc. to really turn up the pressure on your opponent. Against aggro decks, it is often good enough to just play it when you can for a blocker.
Other Power Cards: The power base runs diplomatic seals for the early game fixing and enough sources (29) to reliably curve out to 5+ for the shugo standards to transmute and your game plan to run as smoothly as possible.
This is still a work in progress, solid win rate in Gold and Diamond, but some of the card choices are still a bit iffy for me. Let me know what you all think.