
Goals when building this deck:
1) Include a giant package to control mid-late game with, well, giant units. You've got 13 in total, between , , , and your Cornish wombo combo of and .
2) Use the new land destruction options and card type hate to keep your opponent off-guard. There are lots of really great elite and unique cards, particularly in the new set! can eliminate them all. Use for specific high value targets, or for a "don't feel like thinking" board wipe that still leaves a 4 power minion on the now empty board for your opponent to deal with. Add injury to insult with a if you like.
3) Backup recovery strategy with and various site destruction cards.
Following that 3 part strategy, it was easy to go mono-fire, as all the highest concentration of site destruction cards are there, as well as several notable removal cards. Since the giants pack by necessity includes , you can tech in a few more Dragons with and the to run pretty reliable , which, while expensive, are powerful and not positionally dependent upon your avatar. The are removal unto themselves, and since they are also beasts, with them plus the caravans and dragons, you have fairly reliable access to for more removal.
Remove their stuff, until they have no more stuff. Then your stuff wins. That's the game plan in a nutshell.
It remains to be seen whether this is too slow to be truly reliable, but I think there's some potential for an unexpected burst of tempo when you suddenly surge "ahead" in mana/threshold with a on a key site. Most people aren't running aura counters, so it should be fairly reliable for the sites it can target- ones that are the keystone to your opponent's strategy, or ones that connect your battlefields together.
Even if you have to drop a , the majority of your minion base is still big chunky giants, and being Exceptional and Ordinary, they won't be impacted as heavily by a board wipe.
This definitely needs more testing, but I think there's some ideas worth exploring in here. If you try it out, I would love your feedback!!
I think in a mulligan, you're looking for a handful of key cards: any of your artifacts, , any of your giants package, and if you're feeling truly spicy, the plus combo for an ace up your sleeve. If you draw , I'm not sure if I would keep it, as you want to save its genesis effect for mid-game when it's most impactful, and as Sorcerer you can afford to cycle a bit longer than most other avatars. is there mostly because I find the card itself is joyous - feel free to swap any number of , s, and s for your favorite combination of deserts plus shifting sands if you like. I think is under-rated as a site, as Lance tokens are a fantastic way to force a two for one trade with one of your units, and with so (relatively) few units, you really want yours to be impactful. If you miss the ping effect of the deserts, though, swap away!
You may also want to include a few more Exceptional and Ordinary sites anyway, as hates the Elite and Uniques out there, but that's the gamble: it destroys your stuff, but it also gets theirs, too, and in theory you've planned for it and are holding back some resources.
Speaking of which... I think this wants to be a slower control deck. Put a few big threats on board that your opponent can't afford to let run loose, and hold back resources in hand to refill after one of your board wipe cards. A surprise mid-late game into a is kind of the dream with this deck, with your extra threshold and mana being used to drop down a , one of your Giants, or other threat your opponent can't ignore.