This is my first deck tech so feel free to comment and i will try to answer :-)
The powerbase:
First the idea behind this deck was to try to avoid powerscrew, so we are playing 32 power plus one in the market, but we are playing full playsets of both fire and justice Standards, since our powercurve tops at 5 anyway, we are playing them to power fixing in the early game, and very good combat tricks later in the game. It´s not uncommon to deal the last points of damage using one of the Tactics.
In terms of initial hand you should try to have between 3-4 power, the first can be depleated and the second and third power should be undepleted. One important thong is that most of our justice cards need two influence, so that should also be worth considering when redrawing.
Units:
The deck plays really powerfull 2 and 3 drops:
Champion of Glory it's a 3/3 two drop that synergizes well with
Unseen Commando
Crownwatch Paladin really shines against control and is your best target to put a Inquisitor´s Blade (it´s really bad against grenadins, so if you are facing it a lot on the ladder, consider substituting two for
Rakano Outlaw
Ironfist Chancellor it´s really an interesting card, but can be either your best creature or your worst, so two is ok
Rakano Outlaw another good two drop that synergizes well with Unseen Command
Unseen Commando pumps your other units, gain life and have evasion, what can you ask more?
Valkyrie Enforcer the OP 3/3 flyer itself
Whirling Duo very good against aggro, also a good target for your weapons
Sheriff Marley really good against all kinds of control but not very good outside that, so we go for only two
Market:
We go for the fire merchant here because he has a decent body for the cost
The two more important cards from the market are the banner for aditional fixing and the
Deepforged Plate, your most powerfull weapon that you will not always want (but when it´s good, it´s really good)
The Icaria and the
Flamestoker are there for the long games and against control
Spells:
Torch and
Vanquish are the only spells and to remove the early threats so your creatures can attack (also note that Torch is the only card we have that can kill an early
Teacher of Humility)
Weapons:
Besides the
Deepforged Plate in the market the deck as 8 mainboard weapons:
Vanquisher's Blade is more of a 5 drop than a 2 drop, you will normally wait to play
Vanquish
Copperhall Bracers can ramp you up, or can be set up to attack with all your units
Inquisitor's Blade is probably the most important weapon and the card in the deck that can win more games because of the built in evasion (if we could we would play 8 of them)
So, enjoy the deck and let me know of any suggestions in the comments
Play 1 Ironfist Chancellor? That makes sense if it's a lot of power, but not good in multiples, and you're happy trading a large chance of getting the first for the guarantee of never drawing a second. Play 3-4? You want to increase your odds of seeing the first copy, and are OK getting multiples (either because it's that critical or because it's good in multiples). But 2? 2 is the number where you just don't want to commit.