
Play this more midrange than aggro. It takes some getting used to, but ignore your health. It’s not worth it to chump block, for example, against a four power minion attacking your site with a two power minion. Take the damage and then next turn play a kobold or imp to finish the four power off and leave yourself still up one minion. The pathfinder has a slow card advantage. I’ve found that I don’t want to cast two spells on a single turn until I’m ready to charge for a big 10+ damage turn. Most of my matches have my health at around 6-9 health and my opponent at 15~ and then I do a sudden attack to put them at or near DD. Then it’s a matter of pinging that last killing blow. Can’t stress enough how important it is that round 6+ you have 3 more cards in hand than your opponent. You might be lower health, but while they’re top decking, you’ve got options.
Infiltrate is your best friend, but Disintegrate is a close second. Don’t hesitate to use Infiltrate early on a 4 power enemy to let you slow the opponent some. Keep the stolen minion in your back pocket for when you are ready to attack for big damage.