An 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. With this, you look to win by turn 8, 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. 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. If available, it's great to then follow up on the now-doubled Flamebot with spells, giving a potential 12 points of face damage in a single turn. Even
Flame Blast can work, if you control your remaining power intelligently.
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).
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.
I have as many as 4
Kaleb's Interventions in this deck because it's just so flexible, with 3 ways to play it. Don't be afraid to play it to bring out a Grenadin on turn 1. Yes, it's just a plain 1/1 with no abilities, but it lets you start dealing damage as soon as possible. Those 1/1 Grenadin can still do significant things when paired with
Rampage or
Disassembler.
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. There are some opponent decks that make this deck a weak deck, but in the current meta, such decks happen less often than other decks, so you just have to grind with that favourable win rate to climb the ranks.
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 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 this criterion.
In later iterations of this deck, I decided to forgo having any Market (!) in order to gain more card slots in the main deck (no need to have Market-interaction cards). I happened not to have any super-powerful cards that I could put into my Market which cost 5 or less.
Have a look at the change history for this deck, and feel free to experiment with some of the cards that you see I've removed. I've gotten Masters 3 months in a row with variations of this deck, and each month I did it with not the exact same 75 cards. There's definitely room for tweaking here and there, depending on your play style and whether you have better ideas about how to shape this deck. I'd say that the only must-have cards here are
Ticking Grenadin,
Volatile Grenadin,
Jekk, Mercenary Hunter,
Defective Flamebot,
Jekk's Takedown, and
Touch of Force.