
This deck takes advantage of the Saviors ability to ward non evil minions to generate advantage slightly after curve. If all else fails play it like a regular steam aggro list and ward when you can afford it.
Your first three draws should be Sites. Then you will never have to touch the atlas for a draw again. You just tap the Savior to draw a site so you don't lose the ability to draw only spells after your 6 sites are down. Playing this way can get you up to 8 mana.
The basic premise of this deck is to cast things like lugbog, and the puffer early to eastablish a defense but, what "early" means is instead of dropping a pond on turn 2 you drop it on turn 3 and ward the lugbog or turn 1 pond out a puffer for free and cast the ward on it. The deck caps at 5 mana for most spells.
Normally on an opener you are looking for 2-3 mana minions, because you can really eat the first three turns, and for sites you are hoping for at least 1 pond and then just match needed threshold. If you prioritize getting to 6 mana can cast everything on turn WITH a ward on it.
This deck should act as mid range as possible and force your opponent to deal with your minions and their wards. Everything they use to break ward on your minions instead of killing them is card advantage. Each warded minion is essentially 2 creatures because of ward, because they have to deal with each minion twice that means 2 attacks, 2 spells, an attack and a spell - all of that is generating card advantage for you.
Be aggressive in your site defense by building a simple 4 square site set up. 6 sites should be the most you have to go up to.
Play as aggressive as possible. Ward after strikes with charge minions.