Skill Cap: Very High
The combo involves playing as many copies of Timber Wolfs and Young Dragonhawks together with Tundra Rhino on the same turn, easily outputting enough damage to OTK the opponent from full health through multiple Taunts.
Hobgoblin is optional in the combo. It is usually only required to kill extremely greedy control decks that either have multiple big Taunts, or a ton of armor to punch through.
The strength of this deck is that you don't need to draw the full combo to win most games, but it still has extreme reach if needed. Sometimes the combo can be pulled off as early as turn 7.
Sometimes you will have to play the combo even if you don't have enough for lethal. What separates the noobs and the pros when piloting this deck is knowing when to pull the trigger. Playing the combo too early may give the opponent a chance to heal out of range while playing it too late may result in you dying before you can pull it off.
Stitched Tracker: Used to generate more copies of Timber Wolfs/Young Dragonhawks. Generally you want to try to have an equal number of Timber Wolfs and Young Dragonhawks on board when playing the combo. If you already have an equal number of them in hand, another Timber Wolf usually generates more damage than a Young Dragonhawk in most cases.
Tol'vir Warden: Draws your Timber Wolfs/Young Dragonhawks. Sometimes you may want to hold back on playing this card to avoid drawing all your Timber Wolfs/Young Dragonhawks so that Stitched Tracker can copy them.
Smuggler's Crate: Used to buff Young Dragonhawks/Tundra Rhino/Timber Wolfs in hand for extra combo damage. Ideally you want it to land on Young Dragonhawk(because of Windfury), Tundra Rhino, then Timber Wolf(because it doesn't stack with Hobgoblin's buff). You should also try to stack the buffs on the same minion so that Hobgoblin will affect as many minions as possible. Can be used to activate Wild Pyromancer.
Hunter's Mark: Cheap removal. Can be used to remove big threats, or Taunts.
On the Hunt: Usually used with Hunter's Mark as a single-target removal. Can also be used in the combo with Tundra Rhino/Timber Wolf for extra damage (the summoned 1/1 is also a Beast). Can also be cast on your own Acolyte of Pain for card draw. Can be used to activate Wild Pyromancer in desperate situations.
Acolyte of Pain: Included for card draw. Awesome synergy with Wild Pyromancer. Can also be played with Hobgoblin if you desperately need board presence (chances are, you aren't playing against Control, which means you won't need Hobgoblin anymore for the combo).
Bear Trap/Explosive Trap/Grevious Bite/Powershot: Anti-aggro tech cards. Aggro decks are the biggest weakness of this deck. Mulligan hard for these cards when you suspect the opponent is playing an aggro deck. Only 1 copy of each Secret is included to prevent scenarios where you cannot play a Secret because a duplicate of it is already in play and the opponent chose not to pop it (we don't want out hand to be clogged up with cards we cannot play because it might prevent us from playing Tol'vir Warden).
Gladiator's Longbow: Very good for removing a mid-sized minion on a previous turn, then swinging face for extra combo damage.
Eaglehorn Bow: Excluded because we don't run many Secrets, and we are not trying to fight for the board.