Here's an Expedition FJS
Volatility list I've been working on for the last week or so. I also tried a 1-cost market (with
Condemn), you can find that list here:
FJS Dragons (1-cost market)
This deck uses the strong removal suite available in these factions (
Defile,
Voprex's Choice,
Cast into Shadow) to manage the early game, then uses Volatility to draw into win conditions (Dragons) and more removal (
Eviscerate,
Unseen Execution) to power through the mid/late game.
Unseen Execution can be particularly swingy - sometimes it will do nothing, and other times it's a one-sided Harsh Rule (all your Dragons have 2+ battle skills). It can be a powerhouse against many situations against Strangers or Sacrifice decks. It's a bit dicier against Unseen, other Dragons lists (sometimes, many dragons only have Flying), and sometimes Fliers. Against those decks, if you have the chance, try to use your targeted removal to kill things Execution would miss.
These are still pretty early drafts at this concept, but it feels strong. As-is I've been seeing around a 50% winrate with both versions. The FJS removal has a lot of customization options, so you should be able to tune this to work better against whatever meta pockets you are running into.
For the 1-cost vs 2-cost market, the 2-cost has generally stronger removal options, including access to
Eremot's Designs. The 1-cost market's advantage is letting you use the market spell at any time, which is especially important when you need power. Sometimes you want that
Seek Answers but are stuck holding
Blazing Salvo because no units are on board.
This deck has generally felt powerful against midrange unit decks, like Strangers and Dragons. It can generally hold its own vs more aggressive lists, like Fliers and Unseen/Battle Skills, if you can take over in the midgame, but will lose matches when your removal doesn't match up, you stumble on power, or they get their most explosive draws.
I've had the hardest time vs other mid/late-game controlling decks, such as Armory or Relics. They can usually outgrind you and go over top your midgame win conditions, and a lot of your removal cards are dead draws. Some versions of Strangers can also be rough, especially Time/Shadow ones with
Strange Navigator to redraw their void when the game runs late.
Hope you like the deck, it definitely needs some work but it feels like it has a solid foundation. Enjoy!