My take on an aggresive FJS Gunslingers deck. I've messed around with it for some time but that is the first version that works well enough to actually show it to someone. It took me to masters in a reasonable time (I stop playing ranked after my 9 wins so 8 days is faster then average) and I have a decent 74-60 winrate with it since adding crests.
Main win condition is buffing your charging units with Warcry/
Highland Sharpshooter Renown and attack. If they die bring them back with
Dark Return/
Display of Ambition and attack again. This deck wants you to attack and if you're not comfortable with trading it's not a deck for you.
To play everything you need FFJJSS but FFJS is your first goal. SS is only needed for
Vicious Highwayman and JJ only for the
Deepforged Plate in the market so it's the lowest priority.
Deck is slower than most aggro decks because of the influence requirements but has a better lategame and can hold it's own or even outvalue midrange decks when standard aggro usually runs out of gas.
Cards:
Dark Return: Recursion for buffed units or buffers. It's also good on
Whirling Duo vs aggro because Lifesteal is what keeps you in the game long enough to build your powerbase.
Shakedown: Standard aggro discard.
Torch: Most played card in the current meta, so why not ;)
Hideout Pistol: Removal that also buffs your unit and activates
Highland Sharpshooter Renown. It's a removal first and a buff second so you usually want to hold it untill it actually removes something. Remember that you need a buff or a
Vicious Highwayman to kill a 5 attack blocker with it so keep that in mind if it's your only removal.
Highland Sharpshooter: Best way of buffing your other units but also a card with a giant X on it's back. Your opponent will use their removal on her so it's actually a good play to use her as a decoy to draw opponent removal if you don't have any way to activate Renown.
Rakano Outlaw: Guslinger with Quickdraw and Warcry and that's probably it.
Display of Ambition: Most versatile card in the deck. Kills big blockers, recovers your dead units and sometimes can be played as a combat trick to get through chump blockers. Yes I actually use the third mode.
Madness: That one is controversial. I like it as a form of tempo play to use that big blocker against the enemy or take advantage of their infiltrate but it probably may be replaced with
Slay.
Red Canyon Smuggler: You need market access and Double Damage is the best keyword for a Warcry deck. With
Deepforged Plate easily wins games.
Shogun's Scepter: Gives Warcry and another body with Warcry for the snowball to start rolling.
Whirling Duo: Charging gunslinger, so an auto include in this deck. Also Lifesteal is very helpful against other aggresive decks.
Bandit Queen: Usually used in "go wide" decks. This deck is not wide but the +1 attack/quickstrike buff allows your aggresive Warcry units to attack safely. And she has Charge.
Vicious Highwayman: Pings for one, killing something or making a suicide attack a potential trade, has Warcry and Charge. Have I mentioned that Charge is important?
Market
Bore: Standard attachment hate. Nothing to see here.
Mindfire: Disabling two blockers for 1 power.
Warhelm: Charge for your
Red Canyon Smuggler. You want your buffed units to attack when you play them and it's twice as important if they have Double Damage.
Vanquish: You need some removal in the market and that one kills big blockers for 2 power, which means that with 5 power you can play it alongside smuggler. The first card I take out from the market when I suspect big annoying blockers on the other side.
Deepforged Plate: Game winning card. Becuse of the 5FFJJ requirement you don't want it in the main deck but a great card if you have the power/influence to play it. Probably the safest trade against most decks.