Early - Mid Game
- Defend with Wall of Ice and Turtles
- Stall opponents with Changelings, Mariner's Curse
- Riptide, Geyser, Drown and Pollimorph, Mesmerism are good removals
Late Game
- Let the Sharks run loose! Let opponent spend cards and resources to deal with them
- Flood as much sites as possible (Flood, Old One, Wrath of the Sea, Floodplain) for the Sharks to run amok
- Rush to 8 resources to awaken Leviathans for 1 turn Death's Door (2 or 3 with Mirror Realm)
Tips and Tricks
- Tadpole Pool + Manuscript for 3 free draws (won't happen every game, can replace a Plague of Frogs with Font of Life if you like this)
- Rolling Boulder for surprise range kill when opponent surround himself with protectors in one site due to Sharks in the water
- Mix Aqua + Auras or Sharks ASAP whenever you see them. Sharks in early-mid game will win you games
- Undertow/Maelstrom triggers Sharks! Undertow can even target opposing Avatars (rarely happens) for free Shark gnaws!
- Don't forget to animate your auras and attack the same turn to chip some life points every turn
- Mariner's Curse CAN stop Grapple Shot nukes! Place it wisely!
Forced Movement to trigger Sharks Attack
- Led Astray, Coy Nixie, Maelstrom, Nelly
Sharks Ruling
- Sharks will move above and below site to fight ANYTHING that enters their waters even on the same site initially (including your units)
- Sharks DO fight Airbone and Stealth units
- Maelstrom activating multiple moving minions will alert Sharks multiple times! You get to order which Shark bites first (shortest distance bite) until all moving minions are crunched
- Unloaded Battlemage can kill Sharks in 2 succession bites due to their innate 3 power but will take -10 lifepoints (Sharks have small brains and are not very intelligence)