
Main strategy is to count to 5, or even better to 6, and start to double draw with your avatar.
Mostly
water goodstuff minions with a spash of
earth for support in , and .
Can act as an aggressive deck when facing slow/control decks, using to get early beasts on the board, but can turtle and defend equally well against hyper-aggressive charge fire aggro decks and out-value them on the 5th/6th turn when you can start to farm double draw with .
Most of the work is done with your 3 CMC minions, which means you can hopefully deploy 2 per turn once at 6.
Controlling the board in the meantime (when counting to 6) is done with and or , early and .
, , and help us sustain/defend against hyper-aggressive stuff. Also against aggressive decks, make use of the defensive sites and place others in the back row.
Ward is super useful to make your minions sticky. Also .
is mostly used to ramp faster into 6 with . Same goes for .
for good ordaniray stuff; there are some burrowing minions to deal with .
Turn 3/4 is the dream, really gets the farm going, cast as many juicy things as your heart desires.
Ways to remove stuff:
, , and or
Warded minions
and
Still thinking if I should add to the available tutorable ordinary magics.
and in high contention to slot in. as potential for chopping.