Inspiration of the deck is to abuse Avatar of Air's flight ability to push Megamoeba around to get extra tentacles quickly. Air provides other fantastic ways to support extra movement and take advantage of Megamoeba's massive size. Getting an extra 3 power off a Grappel Shot or Chain Lightninging a lethal minion from across the board is so goofy. Megamoeba is also fairly difficult to remove once he's taken off (pun intended) since he can't be drowned or buried if he is on both a water and land site.
All this extra movement and protection also works great with Headless Haunt and other midrangy air minions. Even though the Megamoeba is the namesake, it is hard to guarantee any specific elite in an given game, so these other minions are the main backbone of the deck.
This deck has won games by blimping the monster all over the board then dropping a land deed to reduce my opponent to 1-2 mana. It has also won the game without ever seeing the Megamoeba and just teleporting a Boulder weilding Haunt all over the field. The vast variety of play lines every turn is what makes this deck irreplaceably fun to me.