Tempo list I've been doing very well with on ladder. Svetya does wonders for making this type of deck viable. Win by playing cheap threats and interaction to apply constant pressure. You want to be damaging them every turn if possible, but it doesn't have to be for a lot. It's generally more important to keep them on the back foot than to maximize damage per turn. It's ok to hold up tricks or play your units inefficiently if it means they can't easily deal with your board. For example a lot of the time it's better to play Crownwatch Paladin
over Unseen Commando
so you have something that'll survive a boardwipe.
Amilli, Cloud Marshal and Jotun Feast-Caller
are the top end. Amilli is a more aggressive option so I like it maindeck. It's also a great blocker and it lets you turn the corner against more aggressive decks a lot faster.
Feast-Caller is great in this deck too though. By time he comes down they should be pretty thin on answers from dealing with all your early aggression, and between your warcries, combat tricks and removal it's pretty common to have him survive an attack. Then you can just suicide him for two more draws and still be up in cards. A lot of the time they'll just deal with him immediately, but they usually spend a turn doing so, which means they aren't dealing with the rest of your board. Between him and Svetya's activated ability you have a pretty decent lategame - you just never run out of cards. I'd side it in against slower decks.
is also great here. The cycle is really nice in a deck like this, and a getting in one extra attack with Crownwatch Paladin
or Jotun Feast-Caller
is great for keeping up the pressure. It pops aegis, which is great for because of the somewhat limited removal suit, and you can hold up fast spells and play Levitate if you don't need them. I run 4 because it's really important to use power efficiently and it's almost never not useful.
synergizes with most of the units and you can do some really powerful stuff with it. For example you can copy a Jotun Feast-Caller
that's already attacked to copy the incremented attack ability. Or you can copy Shelterwing Rider
who's aegis they popped to get a fresh 5/5. Or you can copy Svetya, Orene of Kosul
to get the summon effect again (getting it two turns in a row can straight win you the game against removal decks). You can also copy Unseen Commando
to get a bunch of buffs and/or life. Of course copying a warcry buffed unit or Valkyrie Enforcer
is also strong. Basically the only unit you don't want to use it on is Crownwatch Paladin
, but even that can be good in the right situation. However it's dead if you don't have a unit, and even when you do a lot of the times copying it won't do you any good. So I'd say two is the right amount. I could see going up to three but I really don't know what you'd cut for it. I wouldn't run less than two though, it's a great tool to have and it's won me a lot of games.
I think everything else should be pretty self explanatory, but if anyone wants me to expand on anything let me know in the comments.