Well, I had crafted Schirru so I thought I'd give him a try, and guess what, first game I ran into a poor guy playing Expired Ale. Won round one up a card lol. So far Schirru hasn't actually been bad. Yes, Scorching self is a problem, but he doesn't usually get bigger than ~13 power. Decks playing big units usually well exceed this value. Schirru is able to turn bad cards into Scorch, which not only enables situationally very powerful cards like Vrihedd Brigade, he also frees up a silver slot. Problem: I don't know what's good in that slot ...
My latest iteration of handbuff (aka. Swordmasters + Iorveth) is:
Francesca - Iorveth is just way too good not to have reliable access to.
3x Swordmasters - (core card) self-explanatory.
3x Vrihedd Dragoon - (core card) I tried playing without it and soon realized just how important this card is. I can do without Hawker Supports, but not this one.
3x Elven Wardancer - (core card?) I wouldn't exactly call these 100% core but when they are effective, they are insanely effective. Facing two Wardancers in round 1 on the play is a nightmare for virtually every deck, in fact I don't think I've actually lost a game when that happened. I typically can't keep one in hand for round 2, but if I do draw one in my two cards at the start of round 2, they also prevent a drypass, which is absurdly important against decks such as Axemen or Eredin. The main problem with these is that I can potentially mulligan into one of them in round 3. By then Francesca is typically long gone, so the only recourse is Schirru (or Saskia).
2x Elven Mercenary - (not core) one to cast Alzur's Thunder, the other to cast Quen. They're Elves which is great with Iorveth.
1x Alzur's Thunder - (not core) provides valuable interaction. This kills Dwarven Marauder, Siege Support, Axemen in round 1, non-buffed Dragoons. Pretty important.
1x Quen - (not core?) I have mixed feelings about this card. Yes it makes the Swordmasters much better, but finding the tempo to cast it is hard. Even if I cast it, it's not that good. In the best case scenario where I have all three Swordmasters in hand, it makes Mercenary a base 13-power card, but I often don't have all three Swordmasters in hand.
1x Sage - (not core) to recast Alzur's Thunder which can be crucial vs. the units it kills. Otherwise it generally recasts Ida's Overdose. It is possible to be stuck with a mostly-dead Sage, but it doesn't happen often (and there's Schirru). Warning: Sage cannot recast Fog and Clear Skies! I threw a game because of this!
1x Vrihedd Brigade - Eredin these days don't seem to be running a lot of weather. In that case Clear Skies isn't exactly a good counter. Brigade does make my mulligan more awkward, but again, there's Schirru.
1x Ida - (not core) mostly used to cast Overdose and Clear Skies. Clear Skies is critical against gold weather. Otherwise she's not that good and also somewhat contradictory since I have to play her early for max Fog value, but late for max Overdose value. On the bright side she is an elf.
1x Toruviel - (core card?) because of Isengrim.
1x Yaevinn - (core card?) spies are just really good in general. There are a few problems however. First he's an Elf, which means I want to play him before Iorveth; on the other hand this typically means it's really early in the round and if my opponent passes I might not be able to catch up in one card. For example say I play against Eredin and draw no Wardancers. He goes first and plays Hound. I play Yaevinn. He passes. I'm down 16 points and I can't get that. This happens quite a bit especially since the main points generator Isengrim does not work when the opponent has passed. The other issue is that he draws a spell. I only have three spells, two of which aren't meant to be drawn. If I already have Renew in hand, then it's conceivably he draws spell + Roach and then I go "oops".
1x Roach - (core card?) early tempo boost since he's almost always pulled out by a turn 2 or 3 Iorveth. This puts the opponent under pressure since I can threaten to pass pretty soon.
1x Ciaran - (not core) provides interaction, is an elf. Worth a lot of points in general. I don't think there's a better option since the ST silver slots are rather barren.
1x something - any ideas? I'd imagine a spell would be better to help with the 2nd Yaevinn problem, but I don't know what. So far I've played one game with Alzur's Double Cross, but that game I wound up mulliganing ADC since I already had Yaevinn in hand in round 3, and I can't mulligan Yaevinn since ADC will pull it; further even if no Yaevinn, it pulls Brigade which is not always good.
1x Iorveth - (core card) absurdly powerful, so powerful I'm running Renew.
1x Renew - (core card) Iorveth is just too good. Even in a short round 3, Iorveth will typically pull his weight.
1x Isengrim - (core card?) the thing about Isengrim is that he puts so much power onto the board in a single move. Assuming he's been buffed by Iorveth, that's 8 + 14 = 22. Coupled with Wardancers, it's very possible I tempo the opponent out in round 1.
1x Schirru - (not core) so far he's been pulling his weight, but he's definitely not spectacular either.
Other options
Blue Mountain Commandos - I considered these to help with thinning, which in turns helps me access Swordmasters better. The problem is stress the mulligan too much. My experience playing Harpy Eredin last patch indicates that ~8 must-mulligan cards are about the maximum. Francesca can help, but even then, if I run these I have 3 (Wardancer) + 2 (BMCs) + 1 (Roach) +1 (Quen) +1 (Alzur's) +1 (Brigade) +1 (Toruviel) = 10. I have yet to try these with Schirru, but my impression when I tried them was that I needed Saskia.
DB Archer - I had this card in place of Brigade for most of my climb so far. It is either critical or mediocre. It is critical when it pushes a key unit to Iorveth / Thunder kill range; it is mediocre otherwise. The key units are: buffed Dragoons, Shani'd Siege Support, round 2+ Axemen.
Vrihedd Officers & the mulligan package - the big problem with these cards is that they waste the power generated by Dragoons. Vrihedd Officers buff off the base power, not the boosted one. When I tried them the round 3 mulligan nightmare was an issue but not an insurmountable one; on the other hand I had trouble generating enough points.
Aelirenn - I find that without BMCs I can't reliably pull her. On the other hand if I do run BMCs, she exacerbates the mulligan issue.
Hattori - this card has persistently underwhelmed. Yes I can bring back Ida, but Ida's only getting played in a long round and is probably not dying either, which means I can only play Hattori next round. But if I just went past a long round, Ida won't be that good when resurrected. There isn't any other good option unelss he reaches 6 power, in which case Toruviel might be plausible, but that requires Dragoons to buff him. I feel like the real card to bring back with Hattori is Barclay Els, which is not in the deck.
Saskia - helps me access my core cards, i.e. Swordmasters & Dragoons. The problem though is that she is just so bad if I don't have any must-mulligan cards. Upgrading a DB Archer into a Swordmaster is good, but to spend a low-tempo gold card on is not so good. DB Archers are 10 points, potentially 11-12+ since they've probably been buffed by Iorveth and / or Dragoons. A freshly-drawn Swordmaster is 12 power at best, if I've already cast Quen. In theory she sounds good, but when I tried her I've been less than impressed. Still an option, but not an impressive one.
Ithlinne - Ithlinne is also hit-or-miss. If I have multiple Dragoons & Swordmasters in hand, her double Quen is quite good. But if I don't she's so very mediocre. The only other purpose would be double Thunder, but that itself would be a disaster, since all these must-kill cards really should die immediately when they land.
Muzzle - I have mixed feelings about this card. It's annoying when a Dragoon gets taken by it, but aside from it also seems hit-or-miss. I could take Enforcers for example, but I can't use them. At that point why not just Alzur's Thunder it with Elven Mercenary? Other units could be Nekkers (possibly vital, but they can grow out of Muzzle range), Morkvarg (okay), buffed Dragoons, stuff my opponent Muzzled from me. I don't feel any of these units are all that critical, i.e. Muzzling one of these doesn't usually win me the game. And when it misses, it misses pretty badly.
I have still not found a configuration I am fully satisfied with. Hoping for someone else to discuss things with!
EDIT: Thinking of Myrgtabrakke in that slot. Would enable Iorveth given no more DB Archers. Potential combo with Scorch, but very underwhelming otherwise.