Recently, I have been having success with Hooru aggro in draft. Despite not having any multifaction cards, this deck is able to play a coherent strategy largely using commons that not many other players want. Here is an example of a 7 win Hooru aggro deck:

I am going to do a card-by-card breakdown of the key commons to watch out for when drafting this deck.

Units

District Infantry – You really want to get 3 of this guy. There are few units that can block it early on, so it automatically dictates a race. This deck has all the tools to win a race, so you need to incentive your opponent to race as much as possible. Fortunately, he tends to come late in the packs, so you can usually get multiples.

Argenport Soldier – I rarely play this card normally. I always cut it from my Combrei decks in favor of Bold Adventurer and hope for better two drops (uncommons) in my Rakano decks. However, in this deck with Levitate and the stun effects, you can consistently take advantage of the 3 strength, while not exposing its weakness of only 2 health. Normally, this trades with nearly every 2 drop, but as an aggro deck, you want to force a race, not make even trades.

Minotaur Grunt – Not as important as in Rakano decks, but still a good 2 drop for the deck. It doesn’t push the same kind of damage that the other 2 drops do, but if you can stack Warcries on a flyer, it will end up doing a similar amount of damage over the long term.

Yeti Snowslinger – Justice doesn’t give you any additional ways to trigger this, but using the normal methods in Primal (Levitate, Cobalt Acolyte, Jarrall’s Frostkin) you should be able to get the Snowball. Once you do, you make blocking more problematic for the opponent, which further incentives them to race.

Brightmace Paladin – Solid stats for a 3 drop, but really wants to get an Inspire or Warcry buff to further the racing strategy. Sometimes that can backfire, because most people cannot race a lifesteal Paladin, so they will pump the brakes and start blocking. Unlike Rakano or Combrei strategies, this is not a key card to the deck.

Skysnapper – This is the key 3 drop for the deck. It is risky in the face of Towertop Patrol and dies easily to Amethyst Acolyte. However, the reward is uncontested 3 damage a turn. You will notice that many of the units in this deck do 3 damage, so it adds up in a hurry.

Jarrall’s Frostkin – The key 4 drop. Once your opponent starts racing, Frostkin comes down and cements the race in your favor by stunning their most recent blocker and pushing a lot of damage. The 3/3 body is also great once you get to the point of going A + space for the win.

Serpent Trainer – A slightly slower, but very powerful 4 drop. Sometimes the deck can end up with a heavier flyer theme, especially if you open the green rare flyers. This combines really well with Wild Cloudsnake and Windshaper, but is always a solid inclusion on its own.

5+ drops are not super important for the deck, although you want to grab a couple of finishers. Sapphire Dragon is the easiest one to find, although there are several rares that fit nicely.

Spells

Inspire – Getting a buff on an early unit, such as an Argenport Soldier, can make it more difficult for them to block and forces them into a race.

Finest Hour – You want as many of these as you can get. They allow you to maintain board presence and can finish the game off in a pinch.

Levitate – A key card for the deck. It fills many roles. It does extra damage with District Infantry and Argenport Soldier. It combines with Violent Gust to be a catch-all removal spell. It can also be a small trick in combination with Windshaper.

Detain – A playable trick in this deck, but I would not run more than 1.

Lightning Strike – If you can force them to race, this card will be effective. You don’t always have a fast start, so this can catch you up in an aggro mirror, but it is worthless against controlling deck.

Violent Gust – In context, a better card than Lightning Strike for the deck. It keeps Towertop Patrol and Karmic Guardian, which would be really annoying otherwise.

Static Bolt – Good removal or reach. It is obvious, but you want multiples 🙂

Backlash – Actually playable in this deck. Since you are usually being proactive, you will force them into a spot where they need to use removal to stay alive. The extra 2 damage is nice here too.

Flash Freeze – A key card for the deck. This is basically your finishing play. If you can keep their board contained to just a few key cards, you can remove their key blockers and get in for lethal. A very flexible card once you have board presence.

Here is another example list: