
The objective is to build up defensively, hiding behind free city and gnome hollows until you can stick the orb. The orb generates a lot of value, and everything we play early is either removal or some type of draw to thin the deck. The big payoff is double Craterize with the orb, but there is a midrange option if the orb gets removed or submerged (play it on a water site to prevent burying). Ruler of Thul and Captain Baldassare are threats that must be dealt with.