
Key cards for this deck: Rubble tokens, Roots of Yggdrasil, Sinkhole, Crossroads and Bedrock.
As a seemingly regular game is played out, what we want to keep in mind is the mid game and beyond.
The goal is to have 1 Sinkhole and Roots of Yggdrasil in our hand by about the mid game or just after. Crossroads will help us achieve this.
Sinkhole should be played first, followed by roots. At this point of the game we should be drawing and holding sites at start of turn, though do go easy on it as too many could look suspicious.
Roots shouldn't be played unless we intend to destroy everything immediately or at latest our next turn, as we don't want our opponent to be able to prepare too much for what is about the happen. Play out Grandmaster Wizard on the turn we destroy Roots if possible.
Ideally, we want to destroy everything when our opponent is looking content with their realm and has no sites to play. If they have just played out one of their more dangerous cards on their previous turn, such as the great old one, then it is time to play out Roots of Yggdrasil and deliver the bad news.
Having a land surveyor in hand for the second phase will be helpful as well as Frontier Settlers. These low cost cards, we can play early as we rebuild our realm, improving our hand as we move back towards 4-5 mana total. Our opponent should be spending the next 3 turns, or so, drawing only sites.
Another key component of the deck is Bedrock. If we can have 2 out in the realm by the point of no return, then we should be at a big advantage once we destroy everything. Bedrock will not be destroyed in the apocalypse you've unleash on the realm.