Greeting! This is a Legend Crown midrange deck I've been playing for a while. In many ways, I would describe this deck to be like a tasty, tasty sandwich - I'll recommend giving it a try (and seasoning to taste).
The Bread
3x
Crown of Possibilities, 4x
Dark Return, 4x
Twinning Ritual
The core of the deck, which gives it structure. All three of these cards have one thing in common: they make your units better. The core philosophy of this deck is that, at any given point in time, there is some unit that will be useful (and if not, Crown can make something useful). So, it is a significant advantage if you're able to play extra copies of that unit. There are many decks that can't beat the fourth Sandstorm Titan, or the third Black Sky Harbinger.
The Spread
4x
Strategize, 4x
Temple Scribe, 4x
Auralian Merchant, 4x
Wisdom of the Elders
Butter, mayo, whatever you use - it makes the deck function smoothly. Crown decks are, by their very nature, rather inconsistent. You need to draw Crown, and units, and ways to replicate those units. Having a bunch of card draw helps things out. Note that Temple Scribe and Auralian Merchant are both units, and thus reasonable targets for replication.
The Meat
4x
Sandstorm Titan, 4x Black Sky Harbinger, 0-2x
Lumen Reclaimer
The main reason to play the deck, and the cards you will be making more copies of most of the time. Titan needs no introduction, and a deadly BSH is capable of winning games on its own. Reclaimer is much slower, but it shines against opposing warcries, void-based strategies, and tokens, while also shuffling back in all our card draw. Note that Dark Return means you usually want to hit your opponent with it, at least early in the game.
The Vegetables
2-4x
Hailstorm, 0-2x
Blistersting Wasp
Lettuce and tomatoes may not be quite as tasty as meat, but you still need them as a consolation to aggro. This deck is often on the slower side, and generally lacking in removal, so being able to slow things down a bit is valuable. Hailstorm is also the primary reason why this deck isn't running any Clockroaches, as many Crown decks do - this deck is designed such that most of its units live through it.
The Spice
Breeze Dancer,
Alhed, Mount Breaker,
Talir, Who Sees Beyond
Some of the more entertaining cards in the deck, especially if they stick around for a while - this deck is very capable of overwhelming enemy removal, so there is a decent chance they'll live (or you can just make extra copies of them when appropriate). Breeze Dancer lets us have virtual extra Crowns. Alhed makes our units very, very large (and can also rebuy something useful in a pinch). Talir can draw very silly numbers of cards - most of our units are Time-based, and she makes Dark Return and Twinning Ritual quite good.
Side Dish
The Market is both a sideboard and a storage place - this deck is capable of recurring and creating more Merchants, which means it has significantly more access to its Market than most decks do. Note that grabbing something from the Market counts as drawing a card, and thus triggers Crown. Storing a card that has echo in the Market is particularly powerful.
Crown of Possibilities - our namesake card, and something we'll want to draw in pretty much every game. Merchants made Crown decks significantly more consistent.
Cirso's Cleaver - the maindeck is pretty light on removal, and Auralian Merchant makes it a bit easier to hit 7 power. Note that the equipped unit gets killer, which is useful if you Dark Return it back. One of the best payoffs for being TPS.
Predatory Carnosaur - even more removal, and an excellent choice for replication. Not a bad choice for the maindeck, but getting TTT influence can be difficult at times.
Passage of Eons - even more removal. Silencing enemy units is often just as useful as killing them, and nuking enemy relics is fantastic. This could be
Disjunction, but ultimately a personal preference.
Elysian Banner - an extra power, and some more influence. Could be cut for more action.
The Powerbase
25 power, 4 Seek Power[/b]. This deck requires at least 4 power to function, and usually wants to go to 6+. However, it also runs a lot of card draw, with helps hit power on time. In general, I'll keep every power I see until I get to 4, keep power I see up to 6 if I need influence, and throw away / scout to bottom any power after that.
Other Options
Ayan, the Abductor - good in a more aggressive meta (lifesteal is fantastic), but SS influence can be difficult at times.
Clockroach - as mentioned before, dies to Hailstorm. This deck isn't running
Second Sight or
Nesting Avisaur, which makes it more difficult to get large numbers of roaches. Better in a deck built more around echo cards.
Second Sight - pretty bad without echo cards. Getting another ability off Crown just isn't worth it.
Cull the Deck - a reasonable inclusion, but weaker than the card draw we're already running. It's hard to find slots for non-unit cards.
Venom Rider - an excellent choice if you want more answers to large units, but also on the slower side. Carnosaur is usually better, but depends on the meta.
Banish,
Feeding Time, and other removal - totally reasonable inclusions, but this deck generally prefers to have things be on units. Crown requires a high unit count to shine, which means the slots would need to come from card draw, which would make this deck even less consistent.
Low-Calorie Alternatives
While I won't recommend it, there are some cheaper substitutions that can be made for some of the legends in the deck.
Thunderstrike Dragon and
Twinbrood Sauropod are both particularly good, since echo is a fantastic ability.
Jotun Hurler could also be interesting, as could
Yetipult. A good heuristic is 'does this card have diminishing returns if I play a third copy on turn 7'.