My take on a Justice Grinder. Cleared gauntlet five times. Was beaten on the my sixth run due to pilot error.
Cards and why I chose them
Ghostblade Outcast is the best 1 cost Justice card for the deck. Don't be afraid to drop it early. At early game, it can eat a 1-2 cost kill spell and save your next fatter drop. If gauntlet uses a spell, oftentimes they will not have enough to play a unit.
Ghostblade Outcastis a good blocker in mid-end game that grants lifesteal to one of your units and activates
Unseen Commando's +1/+1 buff.
Icaria, Valkyrie Captain is a good second turn drop that can eat a spell. If you have a third power in hand, it ramps. Flying and endurance plus the buff from its ultimate makes this a threat throughout the game.
Hojan, Crownbreaker has lifsteal which gives us flexibility in taking early damage from aggressive decks. Renown ability is a great combat trick to regain life and kill an attacking enemy unit. Another ramp.
Kira Ascending is the heart of the deck. Don't drop her unless you have a spell for card advantage. At eight power she becomes a threat that can close out games.
Unseen Commando's buff works for many of the other units in the deck. Another flyer.
We have multiple renown and Kira activators in the form of
Justice Etchings,
Silverblade Intrusion,
Fearless Crescendo, and
Ghostblade Outcast's weapon. They also provide combat tricks.
The deck has many ways to access the market. It gives the deck ways to answer threats or secure a win in the case of
Svetya, Merciful Orene.
Partnership Agreement with a
Harsh Rule is hand is often enough to secure victory by blocking with small lifesteal units as gauntlet plays its hand before clearing the board.
Combrei Vow and
Hooru Vow helps in thinning the deck. The one damage to the face is often negligible due to many sources of lifesteal.
Market choices are self-explanatory.
Manacles is often our go to pick.
Equalize and
Pristine Light are emergency board wipes.
Equalize has a nice side effect of hand disrupt against control or draw decks.
Had a bad opening hand of two power and didn't get a third sigil until the sixth turn but I was able to eek out a victory by surviving due to combat tricks and lifesteal before ramping and taking over the board.
Having multiple flyers, many board wipes, and lifesteal gives this deck enough leeway to beat gauntlet bosses. This is not the best Justice gauntlet grinder deck but its fun and not as repetitive.