If you curve out 1-4, you just win. They simply can't stop you.
Most cards are well known and proven in fire based aggro decks. I'll explain the more unusual inclusion/exclusions below.
Jishu, the Burning Brush: Why aren't you guys running her?? She's great! She tutors the great top end of the deck (
Kaleb's Persuader or the single copy of
Worldshaper's Staff if you don't have 4 power) More importantly, she turns your 1 drops into actual damage dealers. Our one drop oni are great if played on curve but become terrible later on when there is a huge gap between having 2 attack and 3 attack. Jishu takes care of that.
Furyblade: If you swing twice it's a better char. You don't care about losing health at all. The great thing about this is that you can carry it between turns which means you can curve out while removing blockers (For example if opponent plays a 3/2 into your third turn you can kill it and still play
Milos, Rebel Bomber and attack with him. You couldn't do that with
Torch) Much better than most cheap removal cards.
Worldshaper's Staff: I'm trying this out. Seems really nice as a one off. +1/+1 and a 5/5. Can be tutored by
Jishu, the Burning Brush when you think it's useful. I think
Shogun's Scepter is a reasonable alternative if the staff underperforms.
Kaleb's Persuader: Wow. Just wow. Wonderful top end for the deck alongside
Jekk, Mercenary Hunter. Everyone knows how good Jekk is. Trust me the Persuader is as good if not better on 4. Also you can get double trigger from Jekk and Milos if you play it on them. We're running 27 power instead of 25 to make it more likely that we can hit either Jekk or Persuader on exactly turn 4. It's such a power play if you can get it.
No
Sear: Sear is best used as a spot removal, but it isn't efficiently costed for the hyper aggressive nature of this deck.You want to spend maximum 1 power to remove blockers and spend the rest on putting as much pressure as possible. Sear especially in the early turns hinders your plan so so much. Having to play sear on 2 or 3 and having no remaining power to develop threats feels so awful.
Edit: Added some new cards. I've cut
Worldshaper's Staff because it makes the
Prism Golem unplayable and that's a risk I don't want to take. Also the AI always picks +3/+3 for the
Volatile Grenadin for some reason and 5/5 for 2 is good.
Suggestions and arguments are more than welcome.
The volatile grenadin is added because of the specific AI interaction. It's probably better to run something else on the ladder.
My reasons:
Kaleb's intervention: a bore that can help you push damage if you get a bunch of warcries on something without overwhelm. Maybe I sould just play bore.
Runic burat: there are a lot of x/1units in the gauntlet (especially grenadins) and it sucks that you can't attack threw them and give them value trades. Feel free to take it out if you din't run into them but I like it a lot.
Edict: good against eagis units. Again you can replace it if you don't face too many of those.
Sear:running it instead of flame blast deals 3 for 2 and is kinda good at removal. Also can go face for 3. But blast is much much more flexible I agree.
Conjuring: Let's you finiah thegame and surprises the AI. Almost always decimated for another card. I like it as the damage pusher.
I son't have the pheonix stone unfortunately. I think your market is better than mine.
Now that you mentioned phoenix stone, you might want to tryout the blazing market with stone, edict, sear, 4/3 charger and relic/sentinel removal