After hitting legend with the typical Paladin list, I changed to aggro for some games and then revisited the midrange with some twists. The list looks like this:
Mage (Mech): All early drops are fine. You have to contest him up to turn 3. If you manage to leave NO mech on turn 3 then you pretty much won. Don't drop Zombie Chow after turn 3, instead wait for the Mirror Image. If you fail to avoid Blastmage on 4, then you need a hard reset and back to back taunts to keep people away from your life total.
Mage (Frost): Keep track of the early removal, namely Frostbolts. Your win conditions here are your weapons, so keep track of your life total and know that he can't deal 30 points of damage if Archmage Antonidas is not involved in the equation. Pressure early and ask aggressively for the right cards, if he fails to find Frost Nova/Doomsayer or Fireblast then it's in your favor. Also, if you get caught in a nova/Doomsayer situation with Tirion Fordring in hand, I'd suggest throwing him in, in order to get the Ashbringer...otherwise you're probably feeding his Polymorphs.
Rogue: Mulligan for a good-mana-curve hand. Don't just throw Juggler out in turn 2, it's better to leave him for an equality/Muster clear. Shielded Minibots,Earthen Ring Farseers and Recruits are enough to keep him busy early on. You need to get to the midgame and bring stuff that he can't deal in other way but Sapping. That's the most difficult matchup, but with a bit of training you won't be facing an autoloss. Needless to say that Shieldmasters over Shredders shine here. I used to have Loatheb over Ragnaros, and although Loatheb can be sealing a game against Rogue I found a Ragnaros more effective against the rest of the matchups. Feel free to add Loatheb back if you think it's better. Keep in mind that he has an easy time dealing with early stuff, but he needs board and cards to deal with bigger people.
Shaman: Mulligan for early drops and Consecration and keep the flow of Recruits constant. Shamans struggle against such lists because the Lightning storm isn't always enough to deal with your board. In general it's a favorable matchup, but you have to play the board-trading game flawlessly. More techy Shamans include Harrison Jones for the Paladin matchup, so have this in mind...Usually if you deny them their board with a Consecration or Equality shenanigans they hardly have anything to threat you with.
Paladin: The mirror is quite easy to understand. It's as easy as 'the one that utilises their Recruits better, wins'. Keep early Muster, Consecrations, Minibots, Chows, Jugglers....you name it. This list runs more healing (and more equalities) than the typical list so if you lose board control, you must aim for the reset and go Guardian+big people. It's a total coin-flip and whoever gets the best draws wins.
Warrior: By far the best matchup, and fortunately you will be seeing more and more of them in the ladder. My win ratio against Warriors is almost flawless, and the only way you can lose is by getting a horrible hand, or him getting super lucky with early drops and chain damage ending with a Grommash to the face for the win. In general ignore their armor, even if it means you tank Armorsmiths for the whole early game, and focus on stopping their late game threats. Keep a heal and Aldor/BGH for Alexstasza's turn. Usually if you manage to go through Alexstraszas's turn with 20+ health and a dead dragon, you just won.
Warlock (Handlock): They are rare those days but they are always around. When I was running Ironbeak Owl, the matchup was easier due to negating early Twilight Drakes and late taunts, but generally 2 Equalities, 2 Aldors, Sylvanas and a BGH are enough. Keep the pressure up, and always check their life total. At 15, pause for a while and check if you can deal with a chain Giant/Taunt play. If you can go face, if you can't stall for a bit until you draw Equalities and such.
Warlock (Zoo): You got all the right tools to battle this. It's a fairly straightforward matchup that it can only get bad if they hit you with a lucky Implosion+Juggler, or if you are dealt with a horrible hand. Other than that, you got Taunts and heals to keep in the board trading game, and you can seal the game by turn 6 and on if you manage to gain board control. Sometimes your hands are good enough to be faster than the Zoo especially if you deny them early presence.
Future plans include the testing of Seal of Light, because I find it TOO important to be able to clear Violet Teacher with just one blow of Truesilver. So I'd probably find some room for it and see how it goes. I will be revisiting the list with the inclusion of a Silence if I see that I totally miss it.
Did you go through and edit all the card links to gold? :P
Text editors do wonders if your just hit Ctrl+H and replace [card] with [card=gold]
;)
Love your deck :3 inspired me to write about my own decks... eventually.
Appreciated. Waiting to see your writeup.