
In essence this is a Pathfinder Land destruction deck that seeks to circumvent Pathfinder's traditional restrictions on the Atlas.
Early game: Play your first three turns developing the first two sites in front and then one on either side where your opponent is not going.
You want to play your mana rocks now, blockers and value creatures such as Leprechaun, Root Spider, Colicky , and Unicorn. Land denial in the form of Hamlet Ablaze is great and you can common sense for it if you play against a slower deck (e.g., Archimago).
Mid-game: On turn 4, transform into Pathfinder and start moving from the bottom. If you manage to get three site before being hit by the opponent, you have already developed enough advantage.
You can now asses the state of the board and play sweepers if you are falling behind (Poison Nova and Earthquake), continue with land denial if you are ahead, or play bigger threats like Lord of Destruction. It is crucial to assess your position at this stage: you will likely be hit and lose your Pathfinder mask, but fear not! Transforming into Realmeater and getting carried around with Warhorse is an option if the land denial plan came to fruition. Witch can be a less convoluted way of taxing them if that works, or chipping away their life total, especially if you are at the rearguard.
Alternatively, you can move back and start generating value as a Sorcerer, or drop a token per turn as Necromancer if you want to go tokens + Boudicca. The deck weakly supports a token finish with a tutorabile Borderilitia and Guards. Interrogator is another option if you have lots of creatures and no cards in hand.
In the late game, you will either Craterize for the win or keep generating advantage as a Sorcerer. At this stage you can also shoot a decent projectile as Flamcaller and close the game.