
Water/Air Necromancer control. Build your water network early and let the cheap bodies hold it - Coy Nixie drags blockers out of position, Order of the Sacred Oak keeps your sites safe, and Lugbog Cat is a 4/4 that just needs a puddle. Spend spare mana on Skeletons every turn: they hold squares, feed Gnarled Wendigo for a discounted 5/5, and turn into Horrible Hybrids at Gilman House. The midgame is about dislocation, not damage. Swap, Call of the Sea, Into the Abyss and Drown put enemy pieces where they stop working, and Whirling Blades clears a whole lane once you have two air. Toolbox fetches whatever Ordinary the moment calls for - Disenchant for artifacts, Murder of Crows against swarms, Riptide for a drowning and a card. A couple of tips: grab an air site by turn two whenever Whirling Blades or Grapple Shot is in hand, and keep no more than one six-drop in your opener. Mesmerism and Pied Piper of Hameln steal games outright - save them for the scariest thing on the board, not the first thing.