The Brewlette buildaround for week 29 (until May 6th) is Lord of the wilds. 9 power is very expensive in both throne and expedition, so the best way to play him is to cheat him out. I decided to use Dramatist's Mask for that because it allows the Lord to attack immediately, making it more likely that you get to trigger the effect. I'm pretty happy with the list, but I will still preface this deck profile with the warning that this, like many other Brewlette decks, is an inconsitent and fragile combo deck, so not the perfect choice if you want to climb.
Card decisions:
Dramatist's Mask, Lord of the wilds: Those are your 2 combo pieces. Play Mask on any token, preferably one with aegis, to get Lord of the Wilds with charge on the next turn, who can then attack (or killer something, if you give him overwhelm) to trigger his effect, assuming there are no blockers and/or you gave him overwhelm. Unless you draw into more copies of Lord, you can do that up to 4 times, but usually direct or overwhelm attacks are enough to win.
Torch, Defiance, Open Contract: Those cards help you to stay alive against aggro decks. Defiance is the best card for that job, but can't be used proactively to clear units that could block Lord, so I only play 2 copies. I'd advise to not play more expensive removal than those because you still need as much power as possible early on to set up your combo.
Long Barrel, Kaleb's Intervention, Collision Course: These cards can give Lord overwhelm to safely trigger his effect. Barrel can be searched with Dragon Forge, Intervention can also be used to play a unit for Mask and Collision can be used for power.
Dragon Forge, Rise to the challenge: Those 2 can find Mask or, if you already have that, Longbarrel to give Lord overwhelm.
Collection Rounds, Grenadin Rescue, Tunnel Blockade, Xulta Convoy: Because you always want to get Lord with Mask, you can't play any other real units in your deck. That means you need to play non-units that summon units to have targets for Mask and those are the best options in my opinion. Rounds can make ambush blocks and taunt helps to force through attacks with Lords (they basically take out a blocker). You can even use excess Masks to get a taunt attack from hand in the later stages of the game. Rescue can pop aegis for Exploit. Blockade and Convoy summon aegis units, which makes it more likely that your Mask wielder survives a turn (the most fragile part of the combo).
Exploit: This helps you reach 4 power and FFJJS influence and it can remove cards that counter your combo (removal, weapon hate, the opponent's Exploit...) or that just threaten to kill you before you can set up your combo.
Quarry: Just a decent way to find whatever you need most and the cost reduction can help to speed up the combo. Probably the worst card in the deck though, you could try another card draw spell (like
Cull the Deck) or anything else instead.
Delivery and the rest of the market: Any unit-based market access is off-limits and I think Delivery is better than
Blazing Salvo because it can grab better removal (Pristine Light, you could also try
Harsh Rule instead), better protection for your Mask wielder (Bubble Shield) and the best wielder for Mask (Savior of the meek's Watchmen because it only costs 2 while any Salvo unit would cost 2+2 and because of lifesteal + basically ambush).
Powerbase: The deck wants to curve out from turn 2 to 4 or 5, so it can't play too much depleted power. On the other hand it needs FFJJS influence (FF on turn 4, JJ on turn 3 or 4, S on turn 2), which makes the powerbase a bit difficult to build. The current version worked fairly well so far, but it could definitely be better, so feel free to play around with it.