LATE AFTERMATH UNIT CATHY - DECK GUIDE (by @quixoticflux888)
With Earthen losing some power in the last patch and a lot of Shroud on the ladder, it's a great time to run Unit Cathy. Let's break down an aggressive unit Cathy list that is optimized for the late Aftermath meta.
Deck Code: CB-197,CB-730,3xCB-800,CB-713,CB-770,3xCB-811,3xCB-814,2xCB-108,CB-506,CB-162,2xCB-191,3xCB-575,3xCB-627,CB-497,CB-626,CB-414,CB-164,3xCB-194,3xCB-189,3xCB-177,3xCB-103
With 31 units, 8 effects, and 1 split card, this list is simple and very effective.
EARLY GAME
Your goal in the early game is to play a 1-drop on turn 1, followed by two 1-drops (1+1) on turn 2. After that, you will usually attempt to play two units per turn and always spend all of your mana, although sometimes you'll play one unit instead (like a Rummaging Researcher on 3 or even a Harf/Alvaro on 2 in some spots)
Another early game consideration is how to use No Snitching.
Against Earthen you must use it on Steward of the Garden, against Shroud you'll often need it for a Singularity Steward.
Aside from that, you can use it to buff your Marcolian Bannerman in the early game, sometimes even playing it going first on the opponent's shield pod to immediately buff your T1 Bannerman to a statline of 2/3, putting it out of PS-8 range.
MID-GAME
In the mid-game, Ruthless Sergeant and Master Poisoner both offer ways to come back if you fall behind on the board.
Glaive is a good way to push more tempo if you're already ahead.
Of course, if you run low on cards, playing Cathy on T4 is sometimes a fine way to maintain aggression - although it's more common in my experience to save Cathy for later in the game, as an additional threat for the right moment.
LATE GAME
A big part of this deck is starting the game by controlling the board, but knowing when to pivot towards doing as much face damage as possible, aka going "all in."
Knowing when you are running out of time and it's time to send all the damage to face is important. Orbital Strike offers you one topdeck option for burn damage in the endgame, then you have Cendrillon (3-4 face damage) and maybe some leftover gunslingers that you didn't draw in the early game, and that's it, so you will primarily need units alive on the board to deal that damage.
This makes the deck play a bit more "midrange" and less pure aggro, compared to some other Cathy decks (like the ones from when Bloodhound first came out) - which I find more fun, and definitely more strategic.
OTHER CONSIDERATIONS & MATCHUP NOTES
One other consideration is Saboteur - in this meta, avoid banking Sabo. Keep him in hand whenever possible, as most decks (other than Unit Cathy, ironically) are running relics in this meta.
Burn Cathy needs Fleet Support and Logistics Mastery, Earthen relies on Allocated Provisions and Altar of Gaia, even Shroud can run Stabilized Shard, and if you run into Augencore, they might run the Turret or if it's Uni, they'll run multiple relics. In theory if you run into a Kathari player (unlikely after last patch) you'll want to deal with High-Density Genetic Replicator.
Value Sabo very highly in this meta.
One other thing to note is, against spell heavy decks (Burn Cathy and Shroud) you should value your Harf and Alvaro Interrogators very highly.
Multiple Alvaros on the board can completely shut down Shroud decks, don't underestimate it, and a well-timed Harf can absolutely destroy the opponent's tempo especially around turns 2-4.
THOUGHTS ON RUTHLESS SERGEANT
Learning to play Ruthless Sergeant properly takes time, but you want to mostly use it as your "get out of jail free" card aka use it when you would otherwise lose, or are about to fall way behind.
Sergeant permanently burns energy out of your bank, but it has a massive impact when you play it and can save you in otherwise lost positions. I was previously running 1-2 Miasmancer instead of 2x Sergeant and 2x Sabo, but Sergeant (and Sabo) is too important to pass up in this meta.
ON VINDICATOR
You could consider cutting Vindicator Rapid Assault Vehicle in favor of a Miasmancer, a second poisoner, a second Orbital Strike, or even something spicy like The Victory - but Vindicator isn't bad, it's just not essential. I run it for the Prime Variant. Consider it to be your main flex slot along with the Orbital Strike, which is a new experimental add.
I hope this list serves you well. If you have any questions, don't hesitate to ask.