
Get your opponent THICK N' MUD with your aggro up in their bidness.
This is a Water // Earth aggro build focusing on giving your opponent tough decisions as your swarm the board with your mana to power cost efficient minions. Best played with Sorcerer so you don't run out of gas gas gas.
You want to aim for getting a Rustic Village or Humble Village in your starting hand so then you can generate a 1 power minion either for a early blocker or to soak up any projectile shenanigans. Any of the 1 mana rocks will also suffice as long as they can pay into an Autumn Unicorn.
The deck will require you to have a body of water, so 2 water affinity sites will be the requirement. Thankfully, Sorcerer will allow you to get to that easily allowing you to draw a site for a turn so you can use the Sorcerer to draw from your Spellbook.
Land Surveyor, allows you to keep drawing your Spellbook so you don't waste a turn drawing a site and can be used for fodder.
Bosk Troll, a 2 drop for 3 power. Insane. Requires a full Lightning Bolt / Firebolts to kill.
Adept Illusionist, annoying. Allows you to get 4 power on board if it survives. A Spellcaster for your Pollimorph and Ice Lance plays.
Mordric Druids, allows you to bring your opponent down faster if they don't deal with it. Also a Spellcaster.
Polar Bears, good pressure on your opponent. Can bypass the realm and can get unblocked damage on them easily.
Autumn Unicorn, a 3 drop for 4 power. Say no less.
Dispel, I'm a firm believer running at least 1 of these can be game changers. Players stack too many artifacts on their Avatar.
Pollimorph, try to remove anything your minions can't handle and you're set.
Ice Lance, can be searched by common sense and is a total of 6 divided damage for 3 mana. Your Firebolts.
Atlantean Fate and Earthquake essentially do the same thing. Remember you can't burrow anything on water sites.
Geyser, a cantrip that allows you to attack as if you airborne. Also can help your minions deal with other pesky airborne minions.
Riptide, another cantrip that also allows you for better positioning. Can also mess with your opponents units.
Font of Life, situational. However, I see it that it can extend you from reaching Death's Door and can buy you more time.
I'll send off with some unique plays your sites can provide. I always love positioning in games like Sorcery and Fire Emblem and how important they can play a role in the game. Free movement is extremely powerful.
Maelström, every turn you can move your units for free in a direction. If placed correctly, you can drag your minions closer to attack.
Undertow, situational which is why we run 3. Like Maelström, it can pull your units closer to your opponent for attack.
Rift Valley, provides a good position for you to play minions next to your opponents sites. Or allows you to position opposing units.
Floodplain, can extend your body of water. Flooding allows you to reach your double water threshold and works with the above well.