I have refined the previous list with this current deck and the following analysis.
Changes made
-removed Araras Prophet
While the incidental lifegain was nice, I once had a game where I had no meditates in hand, had to win that turn or lose, and after casting the rok I draw a plume. A deck which can reliably screw itself over isn’t good design. If you’re going for the Mantra win, this won’t matter, but since this deck doesn’t run Mantra, it’s not a good fit for the deck.
-Removed Loreweaver
While testing, Loreweaver was either a fun t4, t5 play, where if you drew a meditate, it was great but if not it was nothing but removal bait. If you got it after casting Q, you’d just have another turn for your opponent to get an answer.
-Changed General to Stormblossom
The BBS can really help this deck’s consistency out on later turns. Being able to cast up to 3 spells if you’re at the 9 mana mark, you can get around those dead draws.
-Removed the Cryptographer
While that might have been good in Reva to get heartseekers for early board control, for Shidai it’s underwhelming, there’s better minions to add in.
-Removed Healing Mystic
It seemed underwhelming to me, maybe something like azure horn mystic. I noticed on some turns I could get 3-4 minions out one turn, azure could make them more threatening. Azure didn’t make the cut but don’t discount it if you build your own version of this deck.
-Removed Primus Fist
He might make for 4 power removal at most in the early turns and 8 if you kept him in hand before playing Q; he didn’t seem that powerful to me. I found that 2 drops which slowed the board down worked better since they have staying power. Blocking the enemy with Sinister Silhouettes appeared to be more effective to me. I could be wrong though.
Added in Dreamgazer
While these do damage you, they remove themselves from your deck, making it more consistent. Having an Aethermaster and 2 of these in your opening hand feels great, since every draw and replace after that is that more likely to be what you want. You might feel that having the deck deal 6 damage to you would require more healing, and maybe you’re right. Feel free to cut something that you feel is underwhelming to add the Healing Mystics back in.
Note: if you have a Replicant in hand, cast it before replacing the Dreamgazer. If you have it and Q in hand, cast Q first and then replace the Dreamgazer.
Added Carcynus
I feel that the big body on this crab is great for protecting yourself. Slowing down your opponent because they spend much of their early game resources on this 2 drop is a plus for you. Not as good late game. This is a pet card of mine after seeing it, so feel free to cut it.
Added Celebrant
Being able to get your Q out even one turn early could decide the game against a very aggressive deck. I didn’t get a chance to play it while testing the ladder though.
Added Sinister Silhouette
This slows down decks which focus on making a singular big scary creature. Also blocking an enemy from getting close to you is great. The ability seems really good, but it’s not obvious that it dies to frenzy and counterattacks.
P.S.
I hope that I can do a statistical analysis how impactful the deck manipulation minions are. I.e. what weight does a turn 1 Dreamgazer have on the deck vs t1 aethermaster or replicant. Aethermaster is defiantly good, but it never actually makes the deck smaller, so how good is the extra replacement versus pulling an extra card out of the deck?