A simple aggro deck. The main strategy with this deck is to do lots of face damage as quickly and early as possible. There are no cards in the main deck over 4 cost (and the market doesn't have anything over 5 cost). With this, you look to win by turn 7 or 8 or so, or else you risk getting outgunned as the opponent plays higher-cost cards (a risk common to aggro decks). I often just eschew blocking in order to attack past exhausted units. Usually, you can outrace the opponent to 0 HP.
Use Touch of Force
to endow cards with Double Damage, and just flat out rush your opponent. You could say that Touch of Force is the crux of the whole deck, or a strong win condition. My go-to choice for Touch of Force is Jekk's Takedown
, as that lets you cycle 6 damage repeatedly as long as your opponent plays any spell. Of course, use judgement to decide if the situation calls for a different choice. Doubling Ticking Grenadin
is also a fine choice, making it a 6-damage Entomb. Also, playing Touch of Force
on a Defective Flamebot
on the board is a great play, since it delivers 6 damage immediately. Doorknocker
is available for a more situational Double Damage endower.
Jekk, Mercenary Hunter
provides efficient removal, but, a lot of the time, even if I can kill 2 units with Jekk, I usually choose to split the damage between a unit and face, depending on how threatening the units are, and how close I am to finishing the opponent (say, 15 health or less). Casualties of the Cause
on Defective Flamebot
is a nice play which spreads 7 damage.
Sometimes you can give a spell in hand Double Damage, and hold on for a finishing blow, with the opponent only doing survival calculations based on what's visible on the board. Can also finish with Flame Blast
if the game has gone on long enough to you getting to 6 power or higher.
The one weakness I've seen with this deck is if your opponent heals himself a lot, whether by Lifesteal, or direct effects. This lets them survive longer, which runs counter to the strength of this deck. Deal with Lifesteal units early.
This deck allowed me to break through the Silver I plateau I was at (and get to Master). It's a very consistent deck, allowing you to have a play on most turns, sometimes a very good play. Make sure to use that Redraw button at game start to get a hand that has early plays available. A rough rule of thumb I use: At least 3 power, and at least 2 plays in the first 3 turns. I'm not afraid to redraw twice (and incur the -1 card penalty) if I don't meet these criteria.
Another feature of this deck is that it is cheap, having relatively low Shiftstone cost.