This is an APM build. The engine is the same Pirate gold loop as Pirates APM: Brann Bronzebeard doubles the Battlecries of Fleet Admiral Tethys and Visionary Shipman. Tethys returns a random Pirate after spending 10 Gold, Shipman generates a Tavern spell after gaining 5 Gold. Together they create a self-sustaining buy-sell cycle — every purchase refunds itself. The key difference from Pirates APM is where your stats go. Air Revenant generates an Easterly Winds spell every time you spend 7 Gold. Easterly Winds adds a permanent layer to the Tavern's right-most slot: after every Refresh, whatever minion sits there gains extra stats. Each Easterly Winds stacks another layer. With Brann on board, Air Revenant produces two spells per threshold. As your APM loop burns through Gold, Air Revenant keeps stacking layers — after a full turn of cycling, every single Refresh pumps the right-most minion by hundreds of stats.
The loop needs fuel — cards that keep the buy-sell chain going. Sellemental creates a token on sell that you flip for Gold. Shell Collector with Brann gives two Tavern Coins — free Gold that also triggers your gain-Gold effects. Tavern Tempest hands you two random Elementals with Brann, potentially more Sellementals. Minted Corsair drops a Coin on sell. Patient Scout offers a Discover on sell, giving you another card to keep the chain alive. Rodeo Performer Discovers a Tavern spell — with Brann that's two Discovers, a chance to find Easterly Winds or other high-value spells. The more fuel cards available in your lobby, the faster your loop runs and the more Easterly Winds you generate per turn.
En-Djinn Blazer is a bonus, not the core. Whenever you see one in the Tavern during your loop, buy it — Brann doubles the Battlecry, adding two more permanent layers to the right-most slot. Then sell it and continue the loop. Every En-Djinn you buy during the turn is a permanent upgrade to your scaling speed.
Acid Rainfall is the payoff. After 5 Refreshes, it absorbs all the stats from the right-most Tavern minion. In the late game, add Flaming Enforcer as a second scaler — it consumes the highest-Health Tavern minion at end of turn, so two minions grow from the same pumped shop.
In the endgame, your Tavern is full of massively buffed minions. Start buying the strongest ones to fill your board — these are free stats that your engine already produced. Replace engine pieces you no longer need with these pumped minions.
Since your scaling is focused on one or two carries, you are exposed to the lobby. If opponents are outpacing you, cut the engine sooner and commit to a full board. This build is also weak against scam strategies — a single Venomous or Divine Shield trade can erase your biggest minion. Watch the lobby and add anti-scam protection before it is too late.
This variant is harder to pilot than the Rylak variant because your actions per minute directly determine your scaling speed. The advantage is that it works without Beasts in the lobby — you only need Pirates and Elementals.