Hey im a returning player , i stopped playing around 2019 ago and i played myself from bronze to masters this season in a couple days.
masters proof : https://imgur.com/a/LbrpRco
the main game plan of the deck is to hit the curve / ramp and pressure the board , with good early game pressence and insane mid game with a good late game. we dont realy have any bad matchups .
every card has its specific role and i wouldnt advise on replacing any card or cutting one , below ill put an in dept description for every card.
- Seek Power , basic staple since the history of the game , the game gives you a starting hand with a good amount of power and Seek makes a bad starting hand ok an ok hand good and an good hand even better , realy important for curve out decks.
- Hojan , early unit which helps alot against early decks and the lifesteal can turn the tide against aggro alot of the times , him + a weapon for the early ramp is super solid making the curve smooth.
- Icaria , another early game unit which helps filling out the curve with the ramp .
- Vanquishers Blade , very good removal on a stick , its removal , reach and buff for hojan to get the ramp.
- Copperhall Bracers , hands down one of the better cards in the deck but i believe more then 2 is overkill , on curve it helps ramping and later on it can force realy unfair trades for the opponent.
- Equalize , ok some people might get weirded out why its in the deck but its legit op if played right , if you fall board behind its a boardclear ,remember if you have 0 units its a full board clear . i use it alot of times for discard which is underrated , i had many games where this card made the control opponent discard his whole hand or if they are mana screwed etc. and in bad situations just put it into the market.
- Jada , hands down the best card in this deck without him i dont think this deck would even work , hes 3 cost 4/5 which is insane vs control since it dodges every damage based removal while threatening the opponent and vs aggro / early game decks its a road block with ramp , how insane is that???
- Merchant , this is an important part now , we are an curve deck , if you fall behind its hard to come back , so the best play is to swap a high cost card with a justice sigil to not fall behind , i know it seems bad but most of the time its a backup plan and we dont miss the market slot . other wise swap for the specific situation you are in.
- Runehammer , one of the few staples that justice has and i think its still one of the better relic weapons of this game , you can free trade a unit and force bad trades if you got some units on the board or you can hit another unit with the hammer which is a 2for1 and vs control its a realy fast clock . just play him on curve if needed and start hitting.
- Avigraft , green staple removal can block the enemy from playing game changing units but thats mostly just a nice to have thing , basic kill spell,
- Reclaim , the main point of this deck is to play on curve while ramping into an insane big board state, this helps alot with it . if you have an early game unit and play this on curve you can jump from 4 to 7 next turn , its huge and a main part of the deck.
- Marshal , another "weird" pick maybe but i like him , solid stats and also ramp, using the ult is rare but if he stays on the board he can go out of hand real fast.
- Sediti , realy op card ,his ability makes you draw alot of extra cards vs control since they mostly dont play for board , against aggro or other early game decks it can draw aswell but mostly i found that the opponents like to make bad trades just to deny the extra draw , either way win / win , the warp ability is realy solid aswell basicly a free draw if hes on top of your deck , all that while threatening with 5/5 flying.
- Camoni , game closer vs control since you lock them out of a turn , if that isnt enough the shade can do it again. good stats for its cost and it can attack and defend? realy good card.
- Svetya 7 , runs away on itself with the whole game if left unanswerd and the buff to our units is nice aswell , sometimes even game closing!
- Svetya 8 , the reason why we have a late game and have a good time against control , just try to play on curve with ramp and get her out asap and snowball from there.
-MARKET-
i found myself with the best market for my playstyle so ill give a quick rundown for it aswell.
- Spire Chaplain, for the rare times where you dont realy have anything to play on turn 4 after merchant on curve.
- Harsh Rule, for the times where a board clear is needed.
- Stormhalt Knife , reach and or a heal, if you fall low enough its free , use it for favorable trades , heal , or to threaten the opponent.
- Answer the Call, its a good on curve play or late game when you need a bigger bomb / threat after topdecking merchant , its also realy good after svetya 8.
- Justice Sigil is important in this market for staying on the curve , many times its used for the backup plan mentioned earlyer , just swap a high cost card for the sigil on curve and stay on curve.
thats it for the deck . if you have any questions or need to know something im happy to answer and help.
There are actually faction equivalents Seek Power now, so you could easily swap it out for Justice Etchings or Lingering Influence, both of which are just bonuses since you're mono J.
I also don't have Svetya, Dauntless, so i play Svetya, Lightbringer instead.
And instead of Equalize i run Watchwing Support for the memes!
On the powerbase i just added 2x Justice Sketch, can be really strong!
All in all a really fun deck, definitely a real meta refresher!!