This is an alternative version of
FJS Blitz, which focuses a bit more on Burn and Card Selection. Nightfall and Scout help us keep our Hand full with the Cards we want.
DECK:
Harbinger's Bite,
On the Hunt,
Shakedown, and
Signal Flare are all viable Turn 1 plays.
On the Hunt in combination with a Nightfall card is also a viable Turn 2 play.
Removal comes from
Signal Flare,
Torch, and
Annihilate.
Harmless Question also provides Stun, and
Shakedown provides Hand Disruption.
Pump Spells are
Finest Hour,
Kaleb's Intervention, and
Rampage.
Finest Hour is overall good, and both
Kaleb's Intervention and
Rampage provide Overwhelm to help get the Damage through.
Rilgon's Disciple and
Territorial Elf carry our Pump Spells the best and also give us viable Turn 2 plays.
On the Hunt,
Whirling Duo, and
Pyre Elemental are our Charge cards. They help us push through Damage that the Opponent cannot easily respond to.
MARKET:
Our 4th
Torch is here as a cheap, efficient Removal or Reach Card.
Warhelm is useful for surprise Damage from
Rilgon's Disciple,
Territorial Elf, or
Ixtun Merchant.
Ixtun Merchant is here using
Nrausch1's Deck variant.
Sword of Icaria is to combat Control Decks and Aegis Units. This is probably the most flexible Market spot.
Obliterate is for when we need those last points of Damage.