
This deck is a value-driven pile that intends to slow the game down, outdraw your opponent, and close the game through craterize. The deck runs Elementalist so we can utilize all four elements fairly easily, mainly relying on 1 attunement spells so that we can take advantage of great no attunement sites.
The core of this deck is Wayfaring Pilgrim and various tools to accelerate his movement and making hitting the corners as easy as possible. Cornerstone is a valuable site for playing corners early and if you're willing to cede some of the realm to your opponent you'll be able to start drawing as early as turn 2. Phantom Steed can pick up the pilgrim and move him through the void with +2 movement to boot, this mitigates the need to play corners at all and is the best method for moving him because I've found it's very difficult to interact with minions that are in the void. With Astal Alcazar and Phantom Steed you should be able to hit 2 corners a turn assuming they are void, and Ruler of Thul allows for similar haste.
This deck is playing the slow game and uses 2 5 drops, Daperyll Vampire and Poison Nova to help stabilize the board in the mid game as we will fall behind early. Gnome Hollows and Free City are excellent sites that can help deter early aggression and you'll want to play these on your frontline. Scarabs are great early drops that can trade up against most thing or threaten a bit of damage, they can also be searched up with Assorted Animals alongside Phantom Steed, which is the primary target.
Ideally we are putting the opponent to <10 health through the help of our fliers or our spellcasters, and putting them to death's door with a Craterize in the late game. Lightning bolt for game :)