Charge forward for Kosul! Even though the colors are Winchest...
The core of this deck is
Camrin, the Fox. If you can protect her, she'll generate more and more value. Grow her more and more, and then play
Secret Passage to swing with an enormous monstrosity. Use her with madness to generate value out of enemy units. Bring back your destiny-ed units from your void to draw cards and sac them with Camrin. Everything in this deck is build around Camrin.
It's kinda resilient against
Harsh Rule because it would sac these units no matter what. Only thing you DON'T want to die is Camrin, and you can bring her back. It's kinda fast, can go around board-stalls via Secret Passage and is all in all kinda good. Don't know how it plays in higher tiers, because I don't grind my way up there (well, and Ladder-anxiety...)
Units:
Piercing Grief: One of the easiest choices. Fast, changes the difference in Health by 6 and is the perfect target for Camrin. Later, when you are stalled, use Secret Passage to swing through and sac it to Camrin, Combust or Devour. Bringing it back after it died its second time? Draw a card, swing, sac for some effect.
Tripwire Grenadin: enters the battlefield, pings the enemy, gets sacced, pings anything. If he should stay, he is still a threat to anything with one or two health. Also good to kill Aegises.
Kerendon Merchant: because of my market-choices the best merchant. Better than a smuggler because Camrin. Also, deadly means he will most likely come through against anything except tokens, meaning you can then play Camrin and sac him to bring her out of torch-range (but into vanquish).
Stonepowder Alchemist: Comes into play, shoots, gains you health, gets sacced, revenges into your deck. What else do you want?
Camrin, the Fox: look above.
Bait: Not sure about this one atm. can make for nice blow-outs with devour ("I attack with this 5/5 flying!" "Ok, I block with this 7/7 flying.") Also good if you play him before Camrin, because nobody will block him. It's "take one damage or summon a 7/7 for your enemy." And then, you STILL get a 7/7!
Spells:
Combust: good removal, your units are here to be sacced. Comboes with Madness.
TorchTorch: Well, it's an aggressive deck with fire. I'd be damned if I didn't put the best burn-spell in here.
Winchest Cargo: Three-Faction-decks need some fixing. this fixes and makes some cards in late-game.
Devour: Card-advantage AND health! And like Combust, most of your units are made to be sacced! AND comboes with Madness.
Display of Ambition: Good removal against sticky fatties you can't get around, Brings back your Camrin and something else (or even TWO destiny Units!) or ensures you can push through that last little bit of damage.
Madness: With Camrin (and possibly Secret Passage) removal + card-advantage + damage. Can also be used with only secret passage, combust or devour.
Market:
Dark Return: Cheap recursion for a single unit. If you don't have Display or the power for Smugglers Stash. kind of a flex-spot. Maybe relic-removal instead for things like gavel?
Secret Passage: close to being a finisher. You want to have it more often than a 4-of because it ensures Units being able to be sacced for Camrin and can sac them itself in case it's an enemy Unit.
Slay: Good, rather cheap removal when you've got nothing else but NEED to kill this thingie.
Camrin: The core of the deck, and because of this, you want to see her as often as possible.
Smuggler's Stash: get back two of these Units! Camrin, some ping, or a destiny-unit for extra-value!