Here is the Renown deck I used to grind to rank 40 after I got sick to death of grinding cards and broke down and bought the rest. Until very recently, very few people on Steam were playing renown, but I've found it to still be one of my top decks.
1x
Kytheon, Hero of Akros2x
Anointer of Champions2x
Sunblade Elf3x
Might of the Masses3x
Consul's Lieutenant4x
Topan Freeblade2x
Undercity Troll1x
Grasp of the Hieromancer1x
Nissa, Vastwood Seer3x
Valeron Wardens3x
Citadel Castellan4x
Wildsize1x
Archangel of Tithes2x
Kytheon's Irregulars2x
Outland Colossus2x
Angelic Edict10x
Plains7x
Forest2x
Sunpetal Grove1x
Rogue's Passage4x
Selesnya GuildgateWildsize: I know some people hate it because of the mana cost, but it is the star of this deck. Usually you end up killing one of their blockers that they didn't expect to die, save your creature, get a renown trigger, AND draw a card. People hate giving away renown triggers and are more likely to block the creatures you want them too.
Might of the Masses: Cheap and usually more of a surprise. Can save a key creature from Languish, burn, Reave Soul, etc.
Sunblade Elf: I found 3 to be too many. Until late game it's just a 2/2 for 1. Pretty good, but not compared to your other creatures. Having multiples on the board doesn't buy you much.
Anointer of the Champions: I think 2 is enough to help with the curve and make blocking annoying. Nice to sac to the 5 million Fleshbag's running around.
Undercity Troll: Again only 2. People seem to love him, but I find myself always preferring Topan Freeblades or Consul's Lieutenant. The regen just seems to be too expensive to be a factor so early. He dies to Languish even after renown.
Grasp of the Heiromancer: Only playing a 1 of. It's nice, but it's often a 2 for 1 for your opponent and honestly the way I've been playing this deck I usually prefer them to block to kill their creatures with combat tricks.
Nissa: Mostly in here for the late game card advantage.
Angelic Edict: I know. Odd choice. Expensive. But the deck needed versatile hard removal. All the combat tricks usually work for early removal. The biggest problem I was having was with very large creatures that could block anything I was sending over. I was running suppression bonds, but always found myself wanting to get rid of an enchantment instead. I tried Tragic Arrogance for a while and it's awesome in some situations, but the problem I usually wanted to solve was staring down a single huge blocker and Tragic Arrogance couldn't take care of it.