I used this deck to climb from Rank 5 to top 100 Legend, including an 11 win streak from #300 to sub #100. I tinkered with quite a few iterations before settling on this one. Every rune your opponent breaks essentially gives you a coin toss to hit a prophecy, and the vast majority of those prophecies are going to help you push more damage to face or improve your board position significantly. With the Scouts, Alits and Gladiator Arenas, you have a few ways to break your own runes for a chance at free cards when you're up against an opponent that doesn't want to go face. All in all, this is an enjoyable to play, fairly reliable deck that gives you fast games for quick laddering.
Update: Achieved #1 Legend!
Part 1: https://youtu.be/f0bXpVxQsVU
Update #2: Deck still works post-slaughterfish-nerf, just switch the Slaughterfish Spawnings out for Camlorn Sentinels/Heroes. Not sure which is better yet, but leaning toward Sentinel.
& General Strategy
Relentless Raider: Demands removal or produces pretty insane value for a one-drop. Key to a lot of early victories for me. Early game, don't hold this in hand and hope to activate it's special ability; drop it and make your opponent play their early game removal on this instead of a Ravager or Slaughterfish. Late game, this is cheap reach of sorts allowing for some surprise damage from hand.
Sharpshooter Scout: Key removal against the mirror and common chump guards like Tree Minder and Murkwater Witch. Also useful for popping your own runes and enabling beneficial trades. The teensy bit of reach has won me a game or three.
Afflicted Alit: Decent damage if it sticks, often key reach late game and an engine for breaking your own runes for free cards.
Dark Rift: Difficult for many decks to deal with, brutal if dropped turn one with the ring. Respectable face damage and a bit of reach late game. If it's allowed to turn into a Storm Atronach, you probably win.
Graystone Ravager: Really scary body if it survives, feels great to pop it into an empty lane via prophecy. Key to a lot of early victories for me as it'll often either tease out removal to allow Slaughterfish to snowball or push a quick 4-8 damage by itself.
Shrieking Harpy: Fantastic Prophecy that can either allow you to "ignore" a threat for a turn, protect a Ravager/Slaughterfish from a chump attacker or trade beneficially into commonly played Pilfers. A near must-keep in your opening hand against Monks or the mirror.
Wardcrafter: Allows you to keep your fragile but hard-hitting creatures alive. Also makes trading into Guards only cost you tempo instead of tempo and board position. Often worth waiting until turn five to play Slaughterfish and this in the same turn, especially against Intelligence.
Cast Out: Can be a huge tempo swing early game, great for getting pesky Guards out of the way. I often choose not to play this off a Prophecy if I expect a bigger threat from my opponent than is currently on the board.
Gladiator Arena: Played at the appropriate time (read: ~8 or more life ahead) can help to seal a victory. Don't be afraid to play this earlier against Control as the self-damage is basically beneficial to you in that match-up.
Morkul Gatekeeper: Such an awesome card for this deck! Likely 2 extra damage to face plus a body to protect your fragile attackers. Often allows for beneficial trades and a Prophecy to boot. I love this guy.
Slaughterfish Spawning: Your opponent answers this or they die, plain and simple. Always keep this in your opening hand and prioritize putting resources into defending your Slaughterfish so they can snowball.
Earthbone Spinner: Guard removal plus a 3/2 body. What's not to love? Great against the mirror.
Lightning Bolt: Use this to remove creatures that hit harder than you can comfortably handle or to protect your hard-hitters/enable pushing face. Don't go face with this early (even from a Prophecy) as the card you're likely to give your opponent is likely to be more valuable to them than the 4 damage is to you.
Sentinel Battlemace: Turn three Slaughterfish followed by turn four Battlemace can outright win you the game. Allows for removing guards (many Hive Defenders have died to a Battlemaced Harpy) while also developing your board (that 6/2 Harpy is still there
). It's often worth playing out 2 smaller bodies rather than a single bigger one to help ensure you have a target for this on the following turn.
Grahtwood Ambusher: When it's great, it's really
great. Fantastic against the mirror, and getting a 4/2 body and potentially killing stuff off a Prophecy is bananas. This card is weak when it's just a 4/2 body for 5, so try to play it when it'll have the most impact like allowing a beneficial trade, killing a chump Guard or removing more than 1 thing.
Fate Weaver: Can be a huge
swing in your favor or... a 3/3 for 6, though that's only going to happen ~50% of the time. Always worth playing before attacking in my opinion as it can give you extra damage via a Gatekeeper.
Triumphant Jarl: Keeps you from running out of gas when you've got your opponent down to the single digits and are low on cards. This tends to happen right around turn 6, coincidentally enough.