
these are points for my mono water list:
mulligans are crucial. if your spells make sense, mulligan sites. hard.
you want an aggressively defensive site on 8. your 3rd site can likely be played back on home row, square 2 or 4. my list is fairly aggressive because the curve is low and i always have something to do.
most games go:
always draw spell for turn unless have important 4 drop
t1 play site
t2 play site
t3 play site play 3 drop
t4 attack with 3 drop, play 3 drop, flip for bruin
t5 attack with 2 3 drops, play 3 drop, move bruin, draw site
t6 you finally play your 4th site.
obviously if i don't have a 3 drop on t4 or 5, i'll draw a site. if i have ruler of thul or an opening to meat hook, i'll draw a site. polar explorers lets you sit back and wait. play your coy nixie and succubus super safe. eat with your HyperP and wait. maelstrom also lets you move your minions back for a surprise ruler or pExplorers turn.
floodplain and gush let you unexpectedly get an extra damage of druid thorns/unexpected nixie lure/flood and riptide a bottomless pit or void. Tabula rasa kills spiders (and mester stoor worms...)
Maiden mother crone is not an aura that draws cards. she gains 3 and attacks for 3. sometimes she draws a card. if your opponent kills it, they are down a card and minimum 6 life. if you attacked once, 9 life. attack with your minions.
Tawny removes wards exceptionally well.
swaps herself with big stuff on a thin ice. or small stuff on a troll bridge. the +1 damage for druid thorns is how you win. riptide+coy nixie on a river rapids is 3 damage. succubus on a troll bridge is 6 if they don't discard a card.
i like to start my turns off with visible movement, then attacks, then movement from hand. so if i just coy nixie your 5 power on my troll bridge, it's not dead...yet. but then i play another nixie or swap or riptide or innsmouth dock or undertow or meat hook or selfsame or ring+anything and it's dead.
this deck LIVES for the 2-for-1s and the 1-for-0.5s.
you can be incredibly defensive against the aggro lists until they're out of cards with your defensive sites
you can be incredibly aggressive against control with your aggressive sites the trick is that they are the same sites.
i need to add probably 2 acid rain to deal with fields of phyxis, smokestacks of gnakk, and the occasional court.
trinket i'm not a fan of if you're only adding it for tawny. i throw tawny into the abyss whenever i find a use for her. coy nixie in hand, thin ice on 8, and a warded enemy? break ward with tawny, cast and lure with nixie. i should probalby be a little more specific with where i put her. but i also jsut start moving her up right away. gotta get to that back line for when i draw Ruler of Thul. but not too far because i want her close enough to retreat to a bottomless pit to swap something of yours.
I should probably be on at least 1 Drums of Doom. 5 is a LOT of mana in this deck. i have a Call of the Sea and Green Knight at 6 2 lacuna E, MMC, and Lilith at 5 that's it. if everything goes according to plan, i'm not playing my 6th site until t10. and even then, if i don't need it, i'm moving up to attack for 1 with druid. but also trying to stay close enough to bruin. also i expect tawny to be dead so i have to move up often to get a good pollimorph or mesmerism
josh notes:
out / in
aino / geyser
nelly / failed mutation
pillar, river, tadpole / 3 free city
mariner's curse / orm infestor
pied piper / orm infestor