A few comments on some of the inclusions/exclusions above for
JUGGLER PALADIN:
1)
Seal of Champions: I thought about running two Blessing of Kings instead, but also understood that the four slot is just two crowded to overload, so instead I wanted a buff mechanic that smoothed out the curve a bit and gave a second divine shield giver to increase the chances of adding a huge turn three tempo swing and keep the opponent on the back foot. Helps with trading up and getting fee kills from time to time.
2)
Flame Jugglers: My initial list had haunted creepers instead, but I wanted to experiment with a different two drop with more haste. The idea of the deck is to mimic the strength of Secret Paladin by creating a much smoother, early curve than the traditional Midrange Paladin typically has. I've experimented with Flame Jugglers in the past, but I did this by taking out Knife Jugglers/Zombie chows instead. But with the combination of chow/flame/knife/minibot...the opportunities of locking up the early board control skyrocket. It gives you so many options depending if you are on the coin or not.
Without coin, you obviously want chow turn one, but with the extra proactive two drops included in my build, the instances of having a bad early draw drop with 8 playable two drops on curve.
With coin, you have a lot of options. You can play your curve if you open with zombie chow into mini/flame/knife. zombie into flame gives you opportunities to turn one chow into turn two flame juggler, which can give upside in killing a minibot/mana wyrm/northsire cleric/darnassus/etc. You can also coin out a minibot follow up with a flame juggler, get a huge tempo kill...you can coin out knife juggler then play flame juggler turn two to rng your way into killing a two health minion. Either way, you get some added utility in locking down early board control and now you have 6 early drops with either three health or divine shield without sacrificing the early and late game power of knife jugglers.
3)
No owl: Owl obviously has its benefits without saying, but I wanted a more proactive card turn two. I experimented with running double owl instead of double flame juggler, but I just liked the body of flame juggler more in having better early trades even if i don't get the 50/50 ping. This deck is a proactive deck with a lot of haste and burst....owl can often be a reactive card in most situations, so he made the cut (if i had an extra spot that would be the first card to include).
4)
No Equality: With OTK Patron out of the game, and Handlock phasing out of the meta, equality was proving to be less useful than it once was. I also wanted to limit the spells and include more minions in order to create the tempo this deck was built around. I still have tools like BGH and Aldors and they do just that in making efficient trades or having huge tempo swings-->both contributing to this deck's win condition
5)
One Truesilver + Greenskin: Really wanted Murloc Knight/BOK/Coghammer to make the cut, so I opted to take out one Truesilver to fit in those cards. Coghammer is just SOOO strong in combating aggro/creating tempo, and Murloc Knight can create such card advantage. And with muster/cog/truesilver/ashbringer I haven't found instance where Greenskin hasn't provided value. He is, in nature, an aggressive card, and having weapons with multiple charges helps protect your board much more aggressively.
6)
No Healbot: With Coghammer, double sludge belchers, and Lay on Hands, I haven't missed healbot all that much. This deck is a tempo deck in nature, and often you are putting your opponents on the backfoot...you don't necessarily need the heal in order to outlast your opponent. Sludge/early drops/coghammer/lay on hands proved to have enough to keep you and your board alive without losing tempo.