I've been working on this after finding another list here claiming it's all the best cards with good fixing. Left the power cards as is, and played around with the rest.
The thing I like most about this deck is that every unit has a massive impact by itself or is called "Apprentice mage." The original list had Kid in place of Telia, but with the same stats, easy of playing, and far bigger impact without help, I think Telia is the way to go. I only ever got Kid's pump ability when I was already destroying someone, so it was nothing more than solid stats. Telia does that and can also break open an empty board.
Blurwing Raider I have to credit Rainhall on, and I run it for the exact same reason they do. Not to mention it's possible to get it to 4 health by itself, and 4 is the magic number with Light the Beacon.
The deck has some trouble with a heavy Aegis and Hunt deck, but they still need to make sure not to walk into a Heavy Hail and I need to not draw enough gas to get there, and the deck is primarily gas.
I think Patrice is the worst card in the deck, and I intend to replace it with 2 Grand Excursions to test out some. Again she feels too much like a win-more card, and at 6 that's just not ok. On the flip side Excursion getting to 2 or more is absolutely terrifying, and even it's base ability is fine.
Riftfeeder Wasp is the best card in the deck, arguably the format right now in my opinion. Even if you play your 5th power card and drop it, your opponent is basically still obligated to kill it this turn or it runs away with the game, and if you can play a power card after it comes down?