Well, this deck did waaay better than I expected it to. No rares, steep influence requirements, minimal fixing, some questionable inclusions... and a ton of 2-drops. Ended up winning off a bunch of various microsynergies. Unfortunately, I don't actually recall much of the draft - spent most of it feeling like the deck was a trainwreck.
The one saving grace was that Justice was super open, which let me pick up 2x
Greenstone Officer (I passed on a third because I already had too many 2-drops) and 2x
Smogwing Tinker. Throw in some ways to buff units to imbue them, some weapon synergies, and some sacrifice synergies, and things actually turned out pretty well.
I did toy with the idea of shifting into Time in pack 2 due to picking up a
Wurmcalling, but ultimately decided against due to a lack of fixing (and Time not being that open). Fortunately,
Feeding Time is very splashable.
MVP: probably
Sanguine Sword, surprisingly enough. I've grown pretty fond of
Stand Strong + sacrifice effects in the format. Sword also had the benefit of being a solid removal spell, and benefiting from extra armor from the Smogwing Tinkers.
Highlight: every time
Stand Strong was relevant. Throwing a 7/9
Rageheart Paladin onto
Murky Tentaclesis was probably the best instance. My opponent eventually dealt with it using their own exalted+killer+buff shenanigans, but the sheer amount of life I gained meant I had plenty of time to beat down with other evasive units for a win.