Specifically teched against removal piles, the goal of this deck is to play enough early value cards to make it to the midgame, then start slamming 4+ cost cards that are independently powerful.
Soulfire Drake makes the rest of the deck hard to deal with for control decks after the first dies, and
Jekk, Hunted Fugitive is difficult to block for most midrange mirrors.
Rebel Illuminator trades for an aggro deck's two best creatures sans aegis, while providing some additional reach against decks that easily deal with x/1s.
Kaleb's Favor and
Family Charter are in the deck to improve hand quality, especially for mulligans. Getting to 4+ power is very important for the deck, plus these searchers thin the deck slightly in the mid to late game.
Seek Power was cut because the deck flooded out too much with 8 searchers in the 75.
Stoneshaker didn't make the cut, as I wasn't having trouble hitting 5 power on time, and it almost never provides good value, even on turn 3. Drawing it late is horrible.
Ornate Katana decreases the effective size of the deck slightly, while offering some additional pressure against decks that sit back and wait to
Harsh Rule.
Kaleb's Intervention is mainly in to deal with problem relics such as
Temporal Distortion or
Azindel's Gift, but can also push damage with Jekk or
Crimson Firemaw.
I'm currently experimenting with
Crowd Favorite as a value 6-cost, since most of the time it's a 5/4 that draws a card thanks to Katana. I looked at putting a couple more weapons in for additional utility, but most don't seem to be great in this deck under nearly all circumstances.
Tripwire Grenadin has been insane against aggro/token decks as an effective 2/2 body that pings an x/1 upon entry. Best case, you get three of your opponent's 1-health units with it. It also pops
Bait.
For budget considerations, aside from Crowd Favorite mentioned above, cutting
Soulfire Drake for more
Bait or
Pouncing Drake will make the control matchup somewhat worse due to missing out on charge value.
Outlands Brute would also work, but matches up poorly against x/5s, which are popular in Feln decks.
Other cards under consideration are
Cloud of Ash to end board stalls and other mixtures of burn spells/units for additional reach.
Flash Fire moving to the Market may mean cutting the 2 maindeck, but I'm unsure. It has been necessary removal in some games for big threats. Maybe Oblit will make it back in. Groundbreaker seems to be working out as well. You can't always trigger spark when trading aggresively against aggro, but a 3/6 is usually a good enough wall against those decks. Against slower decks, it's almost always an effective 6/6, and special note goes to Tripwire and Illuminator for essentially ensuring spark when you need it most.
Market, when released, should be: Fire Sigil, Bore, Flash Fire, Cloud of Ash, and a big threat.