The deck design principles
A. Avoid power screws (Evenhanded Golem, Desert Alchemist, Temple Scribe, Devour)
B. The ease of gameplay (card advantage, board control, eventuality of the deck)
C. Win rate
A. The deck gets power screwed very rarely and even then the huge amount of two drops helps against it. The constant card draw, market etc. really negates it hard. The power requirements for colors are almost non-existent.
B. Play creatures, clog the board and win whenever you want. The ground will get clogged fast and cards like Sandstorm Titan
, Blistering Wasp, Sive, Desert Herder
, Gnash, Desert Prince
make sure that it's very resilient against flyers.
The lifegain from Grumbo, Tota Legend
, Waystones and Saber-Tooth Prideleader
(mostly insurance against relics) helps against aggro. And once you clog the board, most Gauntlet decks can't do anything.
The board clogging also means that it doesn't require a very specific card combo to win. Or at least, you will have all the time in the world to draw it.
C. The deck does have a very high winrate with very minimal effort. The win condition is typically Gordov's Burden with Killer or massive Alhed's Ascending.
It's not the fastest. It's somewhat brainless, constantly winning and stress-free but the speed is average.
Certain matchups aren't the greatest. The one that creates units from spells and Sibling rivalry Boss and a good Mandrake draw are surprisingly difficult to win.
The Even nature of the deck means that the deck is sometimes behind on curve.
General tips and tricks:
You can often ignore small non-lethal attack opportunities and just sit back as it makes no practical effect on how the deck plays.
Don't play Grumbo into empty board against certain decks.
Blistering Wasp and Gnash, Desert Prince are not as big nonbo as it first seems. Once you're at 6 power you either need Wasp to block air or Gnash to get rid off flyers.
The deck also clears a lot of daily quests relatively easily.