I stockpiled about 10k dust before finally biting the bullet, crafting a good paladin deck in wild, and rushing to legend just before KFT. No regrets. Both Tirion and Tarim are great and now half of my decks are paladin variants.
>Mage
Tempo. I didn't even need to play any secrets. Got lucky with flamewaker rolls and trashed him by turn five
>Warrior
Patron, took a few restarts with frothings at the bottom of the deck, but it's a simply way to do it and really reliable. Going full control takes too long and has less of a chance of working, I think.
>Paladin
Murlocs and buffs. Mulligan for megasaurs and coldlights more than warleaders. You need the extra health on murlocs to make sure he can't take them. Don't trade, enemy murlocs still buff murkeye for lethal.
>Druid
Jades and sub three cost cards that get dumped. All you really need is innervate, auctioneer, jade, and jade ramp. I used a couple scales for the armor, too.
>Warlock
Murlocs, again, with some one-off zoo equipment to buff and make sure you don't lose much health.
>Rogue
I got close with deathrattle, so that's probably doable, but it's better to use spells and murlocs. Get your spells removed and get good draws as a result.
>Priest
Just fuck around, who cares? This is trivial.
>Shaman
Evolve. Once you evolve your minions they get their stats back, so a big doppel turn will win you the game.
>Hunter
This one's absolute fuckery. I looked it up afterwards and saw people saying Barnes/Y'shaarj, but don't waste the dust if you dont' have them. Hyenas, birds, cats, and luck is all you need. I ran mastiffs and hounds for big buffs combined with removal and managed to get two 20/20 hyenas just in time. You'll restart alot. Don't lose hope!