Very surprised by how the recent switch to Prism Golem has impacted this deck. Lot more staying power in the midgame, and really bowls over a lot of decks. Does not have the best matchup against some of the top MMR bosses, but does very well against Scars and Sibling, which are very common right now. Bottomline, this deck wins fast and loses fast as always, but definitely seems to pull out 7-0s at a much higher rate. Will lose some strength if the Volatile Grenadin summon effect gets fixed in regards to AI taking lethal damage. Also this list is incredibly cheap.
WIP: Still unsure about the power base, but this is the best balance I've found so far. Market has some wiggle room; I'm often drawing Sear and Song the most. I'm still unsure about the inclusion of Akko, but that may be because I don't have a critical mass of them in the deck. Decide for yourself if you want to shed other cards to have more, or kill them entirely.
Keys to the deck:
1. Think about getting Warcry multiples going as soon as possible; it's often more important than getting out a 5/5 ASAP.
2. Be careful with Salvo/Vows/Emblems and Furyblade. You can kill priority targets in creative combinations with Blade + Salvo/Torch/Sear/Blast/Jekk, but make sure you do things in the right order.
3.You can use suicide attacks + Furyblade on Lifesteal targets to buff Milos. You'll slow the damage race a bit, but can come out the better with a big Milos.
4. Currently. certain decks seem not to take the four damage from Volatile if lethal, so don't always rely on it to finish out a game. UPDATE: The behavior seems to be as follows: if Volatile is 2/2 in hand, takes damage when lethal; if >2/2, does not take damage until it becomes big enough through Warcry pump that it then reverts to taking the -4.This crossover range happens somewhere around 6/6(?).
5. As soon as you see Drone plus a couple other units, seriously think about getting Song with Salvo, especially if you haven't dealt much damage yet. Four+ units with Warcry, or doubling Warcry on Ronin/Outlaw can easily set you up for lategame, even if you have to lose one or two creatures each attack.