
General Strategy:
Generate card advantage through geomancer's ability, play value minions and sites that either generate minions or desserts for giantess or ping off wards, use spells to buff up your minions, and create surprise burst damage using Blaze, Blaze of Glory, harpyon Urge and Onslaught. Finish off with Major Explosion or Craterize.
Minion Package:
2x Arjaros: works greats againt Auras, Demons and Spirits and I am not running toolbox, so I need this flexibility against Enchantress for example. also a spellcaster for poison nova etc.
4x Bosk Troll: we want to be able to drop pressure in turn 2
Mover Of Mountains: Swap out defensive sites, swap out rubble for geomancers ability.
Sister Stefania: All around great value minions, really anoying and also works great with giantess.
4x Vile Imp, flexible with giantess, finish off minions with deserts.
3x Autumn Unicorn: Value Minion
1x Morgana : 3 cards ? :D
2x Order of the White Wing, Sticky minion with good ability
2x Kobolds, Great minion that works with giantess and power upps
3x Slumbering giantess, wakes up and smacks you with onslaughts.
2x Garguantla: Be careful of the spiders
1x Hotwheels: HOTWHEELS!!! finish and can wake things up
2x Paladins of Bazia Value Minion with ward and spellcaster for position of spells
3x Pudge Butcher: Hook?
1x Archangel Michael: Flying, Warded minion with 4 AOE damage on a site, seems good to me!
1x The Inqusition, undervalued 2 for 1 card, get rid of the earthquake, etc.
1x Balor of the Evil Eye: Finisher and can kill spiders, coy nixie etc.
1x King of the Realm, Achi Mago exists? - also there is quite a decent amount of mortals in this deck
Magics:
2x Exhume, Get rid of the spiders /Flex the tech - Get your burried Omph back :D
4x Gift of the Wolf, Powerup with card draw.
1x Blaze: movement and damage, aoe clear.
1x Blaze of Glory, AOE damage
1x Bury, Help clear artifacts
1x Harpyong Urge, fly in and smack things, assisted with gifts and trinket and onslaught
3x Onslaught, Just super good! Pudge Butcher is free to move, Giantress Wakes up and Kobolds hurts more, Hotwhells Hotwheels even more
1x Gigantism: Synergies with most things in the deck and also to finish
2x Infiltrate, Good 2 for 1 to remove their big minion and setup the kill
2x Earthquake, bury all the things and move things in position for the hook
1x Poision Nova, The bail out Nova
2x Major Explosion: Big Finisher, creates pressure in the long games
2x Craterize: Big Finisher, creates pressure in the long games.
Arttifacts:
1x Ring: defensive, offensive. just all around good
1x Trinket: power up that works to trade efficiently
1x Torrid Omph: Card draw, unanswered wins games.
Sites:
Deserts: Help with wards, damage, waking up giantess
Villages: Create board pressure, targets for power upps.
Forloon Keep: Create Board Pressure
Funeryl Pyre: Achi Magoo, and Imposter
Garden of Eden: Sorcerer and imposter
Mirror Realm: Flexibility
Mount Usar: Second Wind at life
Pillar: heal up baby
Steppe: Flexiblity
Vesuvius: Finisher and extra damage.