I don't see what Aldor Attendant, Divine Favor and Libram of Wisdom add to the deck. I'd rather add more draw or survival.
Preferably with Polkelt, you'll draw your combo pieces or major survival tools first. The combo exists of Auctionmasters Beardo, 2x Tour Guide and 1x a 1-mana cost spell. Beardo and Call to Adventure cost 3, so we're looking for draw and survival cards that preferably cost 0-2 mana:
- Sphere of Sapience, Crystology, Bloodmage Thalnos, Loot Hoarder, Novice Engineer, Flash of Light.
- Forbidding Healing, Noble Sacrifice, Annoy-o-tron, Air Raid, Doomsayer.
Doomsayer could be played on turn 2 or maybe later combined with Air Raid or Annoy-O-Tron. Even if he gets killed atleast your hero got less damage. Crystology finds Thalnos, Novice Engineer, Annoy-O-Tron and Tour Guide.
Time Out is also a good inclusion because it's hard survival, so you can use it until you can do the combo.
In my opinion, a typical turn 9 would be Thaurissan + Time Out, followed by turn 10 Uther + Time Out and then combo on turn 11. Unless they are not aggressive and you can play Uther on 8/9 without risking dying that turn. Than you can do the combo on turn 9/10. Thaurissan also reduces your 2-mana spells to 1 for the combo btw.
So, I'd make the deck like this:
I don't feel like this deck is very strong compared to other OTK decks like Mecha'Thun Warlock or Malygos Druid, but atleast it's something different. It might be a bit better against control because if the only Dirty Rat target to destroy your combo is Auctionmaster Beardo.
Thalnos, Hoarder, Doomsayer, Annoy-o and Engineer defeat the purpose of Call to Adventure, which is to specifically draw Beardo or Polkelt after having drawn the four 1 mana minions using Crystology. Also, they go against the philosophy behind the deck, which is not having to draw all 30 cards to combo, since that is why it uses Polkelt and Sphere of Sapience.
Librams are good for buffing your minions, which should along with the secrets help keep aggro at check. Also, the Aldors are cheap and so are their librams, which means you can empty your hand fast for a high value Divine Favour, they also don't need to be reduced in cost by Thaurissan.
The problem is, the deck really struggles with removal, so an extremely aggressive deck like Pirate Warrior or Token Druid is really hard to deal with, especially when card draw isn't in your favor. Lord Barov seems great, but I don't know whether including him is worth it or not, since I don't own him.
I might seem stubborn, but I want to make the deck work as it is, not change it to another deck, otherwise I would have just copied the code of any other deck and never made this thread.