Basically, the point of this deck is value. No more, no less. You have quite a lot of minion/spell generation at your disposal, and the quest will help to add even more value in the late game, as you're able to constantly add spells to your hand. The major flaw this deck has is it's early game removal. However, you should be able to Discover something to help with that. If the value game plan doesn't work, you have The Amazing Reno as a backup, if you're opponent has the board.
Overall, just a bunch of spells and a bunch of generation to keep your hand full. Enjoy!
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