
The Plan is pretty simple - stall using villages and other footsoldier spawning tools combined with the savior's ability to put our roadblocks for your opponent. Wards on Footsoldiers are surprisingly strong and make them very hard to clear efficiently. Even rain of arrows or murder of crows is going to be a lot less efficient.
For gameplan, you typically want to play out slow, preferably using villages or troubled towns to spawn blockers. use Common sense to grab torch and pitchfork, border militia, or removal, while you use call to war to grab House Arn Bannerman, Yourke Crossbowman, or Albespine Pikemen. Mid-late you want to amass a bunch of warded footsoldiers and either a Bannerman, Torch & Pitchfork, Mayor, or King of the Realm and push through a bunch of damage. Usually you can swing for between 8-12 damage without much issue. Your finisher is going to be an airborne unit, Holy Nova, or a Yourke Crossbowman most of the time. Your elites and uniques are typically there as optional finishers or beaters. Midland army is a pretty good wincon.
Some notes about specific units and Options:
Yourke Crossbowmen - Ranged is pretty effective when given the +1 power boost. if splashing for air, Skirmishers of Mu could be a good choice, or the stealth archers. the Vantage Hills are included to synergize.
Revered Revenant - can be replaced with your preferred 1 drop - its strong while you are ahead and counts as an ordinary for Torch and Pitchfork.
Albespine Pikemen - very effective while warded, basically unkillable in combat until dealt with via spell.
Gift of the Wolf - power + card draw, a very good card.
Buried Alive - could be replaced with Cave in or Bury, but I prefer this one's flexibility
Guards! - for more token spam. can be replaced with a bigger minion or removal spell if you prefer.
Bless - DO NOT underestimate this card. Bless + Holy nova can come out of nowhere to win games
Sisters of Silence - very annoying to deal with, especially when warded.