
This deck really allows you to be able to take advantage of the powerful auras and minions of water, and the mana ramp and movement associated with air atlas and magic. Use Pathfinder to build out your atlas and focus on card draw. Utilize Atlantean fate to disable enemy site's abilities and also remove threshold from your opponent (assuming that are not playing water). Build out the edges of the realm to take advantage of Ruler of Thul, and place Captain Baldassare away from the action but near enemy sites (this might be my favorite card in the game because it's not only great from a mechanic standpoint, but playing your opponents cards can really get in their head). Cast Tufted Turtles on the front lines to soak up damage. Apprentice Wizard is great for card draw and potentially activating Dream-Quest or Telekinesis. Snow Leopard and Swamp Buffalo each provide great value as a one drop. Minions with lethal wielding Grapple Shot or Whirling blades will surely spell defeat for your foe.