Wicked R&R

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The basic concept of the deck is to use :lifeRejuvenation to lobotomize :fireWicked Shield, which gives you a solid 4-point shield (and 5 healing) for five quanta.
It's a good exemplar of the quintessential problems of "some assembly required" decks:
- Contains "dependencies" between cards. This hurts mulligans, and makes recovery from blowouts much harder.
- Vulnerable to "2 for 1" removal (a single :darknessSteal is usually curtains)
- Drawing redundant pieces after the thing has been "assembled" is often useless.
- The above is a bigger problem than it looks, since you need to run many copies to get the "pieces" reliably, so there isn't really a good way of ensuring that you have a card early without also ensuring that you'll draw extras later.)
I'd guess this has been talked about before, but I haven't found the discussion if so.

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This was the original list, and the idea was to give :life
Rejuvenation some versatility with :life
Scorpion Claws, and to then "fix" the fact that you can only have one weapon at a time with :fire
Lifesmith.
This doesn't really make sense. The first reason would be that the deck needs damage, not healing, and this provides healing, not damage. The other reason is that the deck doesn't really have the draw power to be assembling multiple things.
:lifeRejuvenation also "breaks" :fireFire Brand in a similar way, but this seems to be strictly worse than just playing creatures to deal the damage; it requires two cards, and like the shield synergy, the cards are mutually dependent. Plus, to have multiple at the same time, you need :chromaFlying Weapon, which makes it even more inconsistent and card-intensive.
:fireFirebrand and :fireWicked Shield have an interesting similarity in that you can limp along for a while by playing redundant copies if you don't draw a :lifeRejuvenation.