Aggro
Build early pressure, protect useful attackers, and count your finish. Learn when trades or a saved threat give aggro a better chance to win.
Aggro decks try to end the game fast. They use cheap minions, quick plays, and direct damage. A small minion that attacks three times may help more than a large one played too late.
Do not just empty your hand. Make enough threats that the enemy cannot catch up easily.
Choose attacks and trades
Plan a useful first play and a next play. Use The Coin when it improves that whole plan, not just because it lets you play a bigger card now.
Before a trade, compare two things: the damage your minion could deal later and the danger of the enemy minion. A trade that saves several attackers can give you more damage over time. A trade that saves an unneeded minion may waste your chance to win.
Count damage in your hand separately from damage on the board. If you could win within two turns, save the cards and mana needed for that finish. Draw or Discover early if the result can change your plan and the play order allows it.
A simple example
Suppose you have two ready 2/2 minions. The enemy has a plain 3/2 minion and no Taunt. Trading one 2/2 removes the enemy minion, so it cannot trade into your other attacker next turn. Attacking the hero with both gives four damage now. Compare that damage with the attacks you could keep later and how soon the enemy can win. The trading lesson helps you make this choice.
Strengths and weak spots
Aggro can beat slow starts and decks that spend too long setting up. Cheap removal, healing, Armor, and repeated defenders can stop it.
If a clear is likely, ask how much one more minion adds. Saving it may let you build a second board. If the enemy has already caught up, look for draws that can still win. Do not make endless trades that only delay a loss.
To build an aggro draft, count useful early threats, damage, and cards that refill your hand.