
Hey guys! I wasn't planning on writing another deck review so soon but I had so much fun with this deck that I just had to share it with you guys. The decklist looks a bit unorthodox, you'll see what I'm talking about in a second. I wouldn't say it is one of the stronger decks out there but you can really surprise your opponents with some explosive Fizz assassinations, and do it pretty consistently. Okay, let's take a look at the list.

DECK CODE:
CEBQEAIBAQQAEAQBA4FAMAQGCIOSWLJOHUBACAQGCQBQCAIFDUPACAQCAYMBS
Units

The reason this isn't a Champion section only is that, well, we have only two units so I'll cover them both.
Starlit Seer's synergy with spells is a great reason to include in almost only spells deck. Playing him as soon as possible is the main goal of the deck so that you can start buffing other units in your deck, hopefully Fizz since he is able to gain Elusive which is starting to be problematic if that same Elusive unit is enormous and also able to stop spells targeting him.
Fizz, the only champion in the deck. Since we are all-in into buffing our units, it is great to have a specific one to target, and a great target is, of course, Fizz. Even though there could be some other champions/followers that could be a good target for this, Fizz comes with an additional benefit. And that benefit is his spell, which is Playful Trickster. This gives us the ability to Rally and it is definitely the best thing you can have if you already have a huge Fizz on the board ready to attack. Also, already mentioned Fizz can deflect spells which makes him "immune" to a lot of spells that would otherwise completely screw up this strategy.
How is A This Consistent Strategy?

Well, the short answer is a LOT of draws. More specifically, draws that ensure you to pull units from your deck in the form of Entreat and Shared Spoils. Shared Spoils requires you to Plunder but that is easily achievable with Warning Shot and Make it Rain or even Parrrley. There is one risk built in the Salvage though. And this happens only when you are buffing your Starlit Seer in the deck and you Toss his with this spell, but unlike him, you can't Toss Fizz which is the reason you shouldn't worry about this risk too much, but merely keep it in mind depending on your situation in the particular game. Pick A Card is amazing in this deck, it enables you to shuffle any card in the deck that you find useless in the specific matchup or for example Battle Fury drawn too early or even Fizz that you drew before you've been able to buff him and since the deck is filled with cheap cards, you will most likely be able to play all 3 of the Fleeting cards on the next turn to avoid wasting them.

No Fate Twisting

You might ask yourself, why wouldn't I include Twisted Fate in the deck. And that would be a fair question. The deck is focused around drawing a bunch of cards, sounds like a good way to level him up. Also, buffing is the main this, and he has Quick Attack which goes really well with him as well. On top of that, Twisted Fate's champion spell is Pick A Card, meaning even more draw. So why not include him? Well, to be honest, you might as well try it but you are losing one big thing, the actual reason for this deck. Consistency! If you add any more different units, even just one. You are sacrificing about 30% or consistency in drawing Starlit Seer or Fizz and having a huge Twisted Fate might be attractive but since you have such a low unit count, he will be easily blocked every round by anything. Even though he would be a fine "free trade machine". That would take too much time and your opponent will eventually overwhelm you. There is also one big weakness that Twisted Fate would have, and that is the lack of spell "immunity" that Fizz has, so he will be a juicy target for your opponent's removals. So if you want to somehow fit TF into this deck, I really encourage you to try it as I'm sure it will be a fun experience even though you will have a much harder time actually winning the game.
Mulligan
There are a couple of ways approaching the mulligan phase with this deck and it doesn't depend that much on the matchup. The only thing to think about when you see what you are up against is if the Parrrley or Make it Rain have decent targets, which are mostly going to be Aggro decks running a lot of 1 hp units. That out of the way, we obviously want to start with at least one Starlit Seer or even more if possible. If you happen to get one you should be looking for way of defending him, for example with Elixir of Iron or Fury of the North, and when facing Demacia or any decks that you think runs a lot of Challengers, Brittle Steel is a good option.
In a case that you don't get Starlit Seer before swapping cards, you should be holding onto any drawing spells and swapping anything else pretty much. Once again, if you are up against Aggro, consider holding Make it Rain or Parrrley just so you don't end up losing the game before you get to even play your units.
I'm gonna revert this "Ideal/Average" hand format back to just focusing on the matchups as I think it will be more helpful and the best description of what you should be aiming for and why in the mulligan phase of the game. Cards are in the order of priority and I'll make a distinction between mulligans with a Starlit Seer (SS) and without one.
Keep in hand against Aggro with SS: Elixir of Iron, Make it Rain, Brittle Steel, and Parrrley
Even though Parrrley is a good choice here, it is the lowest priority card that isn't necessarily something you want to hold on to only for one reason. It is a slow spell, and if your opponent doesn't play a 1 hp unit on turn 1, they will be able to react to it and it's possible you will just whiff the spell. Elixir of Iron is absolutely the best card here, as it will keep your SS safe and even help you with blocking if needed, the most flexible one, burst speed, and just amazing early game solution for most situations. Brittle Steel is like a half of this spell but still really useful. Make it Rain, well if your opponent plays multiple low hp units, let's just say that they won't be happy with the result.
Keep in hand against Aggro without SS: Salvage, Make it Rain, Shared Spoils, Parrrley, Pick A Card.
Salvage is your best friend if you don't have what you want in your hand so if you can, keep it. Shared Spoils is also a must so that you can draw a unit, hopefully, a SS to start buffing and defending yourself, if you happen to have this card in hand, you should definitely keep a Warning Shot if you don't already have Parrrley or Make it Rain, otherwise swap it. We already covered Parrrley. And Pick A Card is more like a last resort, sort of a replacement for a Salvage if you don't have one, keep this card. If you don't have needed defensive tools in hand, at least you can hope to get something from the 3 Fleeting cards, even if you end up throwing some of them away.
Keep in hand against slower decks with SS: Elixir of Iron, Salvage, Pick A Card.
Versus slower decks, it will be easier to reserve some spell mana while your opponent even starts playing so only these three cards are really what you want. Elixir, well to keep SS on the board more easily and draw, to draw more spells to keep buffing your units. You will have time to draw into a unit without forcing it with something like Shared Spoils but that is an okay keep too, even though you should prefer those three spells over anything else.
Keep in hand against slower decks without SS: Salvage, Pick A Card, Shared Spoils.
Well, not much to explain here. Again, versus slower decks you have more time to accumulate mana, so you will be able to draw a ton of cards in just a couple of turns, so drawing into an SS won't be too much of a hassle, unless you are really unlucky, in that case, well... that sucks. But for the most part, you should be okay with these "greedy" choices. If you keep Shared Spoils, of course, keep at least one of the cards that can enable you to Plunder.

This is it for today's review. Oh man, did I have some fun with this deck, and I hope you will too. I even got to climb the ladder a bit, despite this deck's clear weaknesses versus Elusive focused decks as there are so many units to block your Fizz from attacking directly, and sometimes really hard time dealing with Aggro. Hope you find this useful and if you have any further question about this deck, feel free to leave a comment below.
One jump ahead of you! - Fizz
Thank you for reading!
,z3ll