This is the deck I used to get my very first Master rank in Gauntlet, being a new player with just under 50 hours of play.
The two key strengths of this deck that you want to leverage are:
* Flying, to avoid getting blocked
* Stun, to avoid getting blocked, to neutralize bigger threats, and to synergize with
Icebreaker
You could probably substitute some weaker cards with better ones. This is just what I could cobble together with what I got from my 50 hours of gameplay, without spending any money on the game. But I was able to get to Master anyway.
I think these cards are worth crafting if you want to use this Deck. When I play
Linrei's Kiss, the first three of these are usually what I choose to draw.
*
Eye of Winter
*
Clutch of Talons
*
Staff of Stories
*
Tidal Forces
General Strategy:
* Stun lots. Use
Icebreaker to kill stunned enemy units.
Frostbite Elemental is a high-efficiency card that relies on a stunning.
* Try to keep your Flying units alive, even the ones that only do 1 damage. They can be used to peck at the opposing player. It's common for me to win a drawn out game that way.
* If the board state calls for it, don't be afraid to be defensive and patient. The AI will almost always avoid attacking when the math (the sum of att/def of units) would lead to it losing an attacking unit, or would not lead to a kill. So keep high-health units readied (i.e. not exhausted) so they pose a defensive threat.
First-Frost Shaman can help with this. High-attack units also intimidate the AI the same way (examples:
Primal Incarnation and
Cutbrush Cartographer). Sometimes I would just wait around with land-based units doing nothing while I waited to draw a flying unit.
* There are a few cards in the deck that are really strong (OP?). See list above.
Crystallize is the only board attack card, and that is sometimes what I reach for with
Linrei's Kiss, if the opponent has many units and I'm getting overwhelmed.
*
Eye of Winter with
Icebreaker is a great synergy combination.
* I usually wait till I have 6+ power before playing
Clutch of Talons because a cost of 2 to get a 5/5 Flying unit (
Dragon) is too good to pass up. Having this in late game with 8+ is nice, as you get to put out 2 Dragons. Of course, if the situation calls for it, it's fine to play it at just 4 cost, because it gives Flying ability as well, which can occasionally be advantageous in some situations.
* This deck is weak against opponents that have lots of units that have Endurance (or spells, etc. that grant it), since you can't stun them.