They’ve have so many ways to do it. 3x of: Hurl, Fire, Fox, Geomancer, Heavens Eclipse, and a single Gates a 5 card combo that you need any combination of like 16 cards by 8 mana or often earlier with boulders or Abjucator. And the rest of the deck has plenty of other ways to do chip damage, control, and maintain your hand. Its actually statistically unlikely not to have what you need by the Eight mana turn to do 15-25 damage. And that’s before we even talk about adding spear or mantra to the mix which are not even needed.
As for the most ideal: Rock, Rock/Goatsu, Spear/twinstrike, Gate/bolder x2/fire x2 for 20 damage at six mana while likely having answered everything your opponent put down, and providing zero counterplay at all, faster then just about any aggro deck could kill you. Change out those Rocks with foxs, geomancer, or other similar things for almost as good of a hand, and the fact that getting that five damage in before that point is super super easy, making this sceniro quite quite common, one that I have lost to multiple times, and every turn past that six mana point makes it even more inevitable.
The fact that they have have trouble stabilizing when they don’t have a good hand and getting to that combo point while conserving cards is the only thing keeping it even remotely balanced, but again this isn’t about balance it’s about the fact that it’s toxic. With a good hand, you loose period. With a bad hand they can still put up a really good fight and then win out of nowhere and there still isnt anything you can do about it if the game drags on for a little bit which the deck excels at making happen.
It’s quite different from “timer decks” both the ones you mentioned are slower, have considerably less burst, are board focused strategies with counterplay, and common tech like AOE and Dispel, that you should have anyways, works against them.