Just went 9-1 (the last match was my last for the day) with the updated version of my deck.
Not a huge accomplishment when climbing ranks, but still felt good. Been a long time since I've had such a streak.
It really does pay to play a deck slightly out of norm for meta, if only because so many people play to the deck they think you have even if your plays don't match it at first (they assume you're playing some minor variant).
Decks this is good against: Mech mage, demon/zoo lock, mid (lesser) and face/aggro (more) hunter, and sitting at about 50/50 with handlock. It really seems to depend on how aggressive my start is and whether they use hellfire or not.
It doesn't seem to be great against ramp druid, but I don't have enough matches under my belt to be sure (though I'm fairly confident in it's weakness to it). I also only had 1 match against a mill rogue but that seemed to go pretty spectacularly in my favor so pretty confident there.
I only fought 1 control warrior and won... but I think it was more due to his incredibly bad start (no play the first 2 turns) than it was my deck... Pretty confident any mid to late game control decks are going to own this deck pretty hard, but since they are out of favor....
To be clear, this deck is NOT an aggro deck, it's actually an early game control deck. If you play it like aggro/to the face you're going to do very poorly. It's all about keeping minions on the field with divine shield, weapons, and having targets on your field to BoK.
Your opening hand ideally includes a shielded mini bot or chow and 1 argent protector. Chow on turn one into AP turn 2 pretty much guarantees you board control on the first 3 turns. Shielded mini bot is an okay substitute to chow, but it puts you one turn back unless you have coin (then it's perfectly on par).
If you get a knife juggler in your starting hand, it's usually best just to throw it back and save it for future turns when you can throw a ton of knives... unless you get both an AP and call to arms. "The dream" hand, but one you won't get often enough to want to rely on... and even if you do, it's pointless to have against a rogue and mage since they'll have it dead before you can divine shield him or get call out.
There is a point where you have to switch from early game control to mostly face or you're going to have issues dealing enough damage... I haven't really kept track of what turn that is, it's generally once your opponent starts dropping big minions. Never sacrifice 2-4 minions to kill a single big minion, even if they have taunt. It's better to sit it out and hope they get over confident and go for face and leave your minions up for a clear.
Do not feel bad using equality on your field to clear 1-2 big minions. Chances are your board is already going to be AoE bait, and if they haven't already used it to clear your board at one point, the difference between 2-3 HP and 1 likely won't matter.
Divine Favor is both the best and worst card draw in the game, that's why I only have 1 in there. If you have good control of the board and your opponent has been afraid to play cards they know will instantly die, it's great early game for 3-4 cards. Often times though it's only worth 1-2 cards mid to late game. By late game, Jeeves is the much better draw, even if your opponent is also pulling cards since you'll always get first 'go' at the card draw and generally the only opponents who'll need that draw when you need it will be aggro heavy (and thus fodder for this more control style deck). Most control will have plenty of cards regardless.
Really starting to love this deck. Most matches are quick, it's not a brainless "to the face", it's also a nice change of pace from my primary ramp decks I play since most matches don't end with "combo wombo or bust!" That said, there is no doubts that the deck is kind of aggro. There are no early game dead turns (sans super ultra terrible draws) and you're always making some play.
I love control decks, but most were just too slow in this current meta. I don't claim it to be revolutionary or that others haven't done something similar... but damn I also just feel good since this is one of the first decks I've really felt I 'built' without relying heavily on using a pre existing deck for a base and only taking a few (VERY helpful) comments here... /end wall of text.
(edit) On the topic of heartharena... It's a good tool for people who aren't willing to put thoughts into their decks or those that are just starting... Otherwise it's terrible. My best decks have been ones Heartharena would have told me were terrible. My last 11-3 was with a deck that had a VERY large amount of 3 drops (hunter, 3 animal companions, 4 unleash the hounds, 2 mind control techs) and almost no 2's (the ones I got offered were garbage) and only 3-4 cards over 6 mana.
I'd even somewhat advise against those new to the game using it... because it encourages a crutch. Their 'reasoning' for picking cards isn't always very helpful and without the help of a real person coaching these you're not encouraged to learn proper synergies and curve management yourself.