This deck aims to do one thing and one thing well: burn your opponent's idol down to the ground. This means abusing the life out of Forbidden Ruins to turn decent Idol Hate cards into something much more devastating. The main thing this deck brings to the table is a low curve, which means this deck can spend more time digging for combo pieces. It's a really fun and fast deck with a different flavor.
3x Beetle Stone
3x Forbidden Ruins
3x Searing Shackles
3x Arhart's Disciple
This is the main engine of the deck. First, Forbidden Ruins powers up all the burn in the deck to seriously devastating levels, so it's crucial to get it out ASAP. Then enters my favorite card in the deck: Beetlestone. Hold on to it as long as you can: getting all three copies in hand plus Ruins in hand guarantees 6 idol damage every turn. Beetlestone is your main play once you get set up. Searing Shackles + Pother is a devastating combo when used right. While under Ruins, play Shackles on a stagnant unit to guarantee two damage on an idol every turn. Once that idol is gone, Pother let's the fun continue on an adjacent idol. Arhart's Disciple pokes everything at 3 health and burns for 2 damage, making it a nice bait for CC. Finally, Decimation is an instant, guaranteed source of idol damage, making it an excellent finisher.
2x Rattle Hymn
Scout is my favorite card from Echoes. It functions in a number of ways, ranging from multipurpose searcher to stacking that one good card on top of those two annoying Beetlestones. It's essentially a really nice, condensed version of Halls of Oum Lasa (too bad it's not a cantri-). Rattle Hymn and Summons are self-explanatory, they just get your key cards in hand faster.
2x Brain Lice
3x Righteous Partisan
They serve their intended purposes well, allowing for soft control on a number of units, or providing that little bit extra beef needed to stop your opponent's pushes.
3x Tethered Recruit
3x Vigor Extraction
Do I need to explain?
2x Hex Marks
Let's you snipe an idol if there's a unit ready to hit a naked idol. Don't expect much more utility out of it than that.
Since your units are rarely needed for attack, why not profit from it? Great tool to dig through the deck and also get enough resources to make that strong push.
3x Draining Mist
Begone, knave! Stops big pushes from oversized herds of creatures and gives you enough time to prepare a countermeasure.
3x Mystic's Storm
Lengthens Ruins and interrupts some rather annoying Lingering spells (*coughHallscough*).
This deck is golden once it gets set up with Ruins. Until then, you're running a race against your opponent to not get locked out, but with such a low curve, you'll almost always be able to outpace them. You'll always have a play once Beetlestone is ready to be looped. Who would've thought degenerate win conditions would ever be a thing :^)))))