
Mulligan to get preferably 1 Tower and 1 FIRE SITE. We do not run anything greater than 1 fire threshold so we have plenty of air to maneuver on. Also, we want to start with at least one 2-mana minion, and one 3-mana minion. In a perfect world we can mulligan for a 4-mana minion with a tower in-hand to drop on turn 3.
Tactical Move is the star here. Use it to move the Headless Haunt (out of a bad spot), Phase Assassin (back into the void to give it stealth before striking again), and other units into position to push the boulder.
Updraft Ridge. Place it in front of your avatar to give your airborne minions the ability to move anywhere on the map (after being puffed by the AoA onto the Updraft Ridge). This works amazingly with the Sacred Scarabs as suicide bombers onto their avatar. Play Highland Falconer on AoA then search the deck for a Sacred Scarab then puff the Sacred Scarab to a different site to not risk letting your opponent blow it up on you.
Skirmishers of Mu can be used to kill minions with 5 and 6 power while attacking or defending.
Pendragon Banner- Beefs up the weaker minions. Works especially well on Skirmishers of Mu and Quarrelsome Kobolds since they can deal damage twice in 1 turn getting double benefit from the power buff. This also allows Clamor of Harpies to enter the realm as 4 power making her ability even more powerful.
Summon Palliburrie Bats underground then move under the opponent's site and give it Devils Egg the following turn. Devil's Egg can also easily be taken to their back row with cloud spirit or another airborne minion with Updraft Ridge.
Having 20+ Airborne minions can really make for some difficulties dealing with them for your opponent. Have fun!