
Just some basic notes / interactions for who im making the deck for:
A little more all around list, so you can get a taste of different things. Depending on your draws could be kinda midrange or could be very aggro.
-Gift of the serpent when used on dragonettes, kobolds, infernal legion, etc makes their abilities lethal
-Usually want to play your angels egg to a root spider when it's on one of your sites and drop it there, so you continue healing and can move your root spider onto enemy sites if need be without causing the egg to heal them.
-Ifrit is a great card to trade for another 4 power minion on your opponents turn after you play it, so you then don't take that 2 damage
-Disable removes the abilities of your units, so you can use root spiders to save your minions sometimes. Like redcap poweries. If they are immobilized or can't attack for any reason, putting a root spiders under them will stop them from dying at the end of the turn, then you could move your root spiders off them and attack with them next turn. Same with Mazuj ifrit, You can allow yourself to not take the 2 damage at the start of your next turn. Your unit being on a root spider kinda protects it, in the sense that your opponent will not attack into it, because their unit would get disabled by the root spider. On your next turn you can attack with it, flexibly with the ifrit because of airborne, after moving the root spider.
-Onslaught lets you not have to move your root spiders on your next turn if there is not a good move for them, It also lets you move your root spider forward, and then attack with your previously disabled minion to the same site your root spider moved up to, and it can't be defended because the root spider under that would still disable any enemy, if it's there or tried to move and defend.
-Onslaught also lets you move / move & attack with your pudge butchers for that turn.
-Warhorse can be especially handy for moving pudge butchers or your avatar without having to tap em.
-If you didn't notice, pudge lets you grab your own minions or avatar and drag it to him if you need to, and you just choose not to fight them, since that part is a may
-When you use redmane, ideally, you probably want to banish enemy spells and then 1 demon of yours or theirs, keeps minions in grave for pillar of zeiros. Good for removing spells from opponents grave when playing against archimago or other spells with some kind of recursion.
-Earthquake is an amazing card, besides burying things, for repositioning annoying enemy sites, moving the enemy avatar into your line of sight, moving things out of the way, it's ability to manipulate the board heavily can do a lot, same reason why rift valley is good, can do similar things, like for moving pudge butcher into a position it can hit something. Very versatile