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I chose George for my challenge run attempt. I figured a loss of eight cards shouldn't be such a big deal. Seemed like the weakest penalty of the group next to the three second limit one.
Nah, the weakest penalty by far is the 1-card/type restriction. Funnily enough I naturally adhered to this rule during my entire first run-through of the game anyway, and never really ran into any trouble! Though I can't really be bothered to play it through again just for the final achievement :/
Probably not the best, but the deck I was able to win without too many problems (2/0 first time I used it, but after trying a few different deck themes) was:
CardPlaya x 2
Rainbow Ring
Prince Hingst x 2
That Guy x 2
Metonym
Lemon x 2
Dark Lord X
Alpha Strike
Dumped x 2
Queen Amelia X
Jenny Bunny X
Jenny Bunny x 2
Razzle Dazzle x 2
Boss Trio x2
Cyber Jenny
Nils
Essentially you use the control stuff (switch, remove, silence) to grab or stop those nasty draw damage/heal cards from doing much, then use Lemon or CardPlaya to give Hingst/Metonym/That Guy, or CardPlaya/Dark Lord X to steal the draw activated cards and give them back some of their own medicine. I put Boss Trio in due to often being behind in health early as you are concentrating on knocking out enemy cards rather than damage, it can be a good way to catch up once things are in hand.
The main weak point of their deck is that about half of it is snakes + wands + wand generators to keep those cards alive longer - if you kill or steal those key cards before they do much damage it makes the deck toothless, but that requires a lot of control cards, so then you need to be able to do enough damage with a relatively limited amount of cards left. Another possibility would be to mill things out - add tosca, blueprint, Itan's shop, horsegun, maybe some heals and shields and win via fatigue, although this might dilute your control cards too much later on.