
JAWS is a Water Voltron deck. It puts equipment on one large threat, usually Giant Shark, and uses that unit to control the board. The rest of the deck sets up, protects or supports that threat.
Early game
The deck develops its Water sites and filters through the spellbook with the Rivers and Fenvale Muse. Kelp Cavern recovers key cards that were sent to the bottom. Cheap removal and movement effects slow the opponent while the deck finds its pieces.
Carriers and equipment
Giant Shark is the main carrier. Ormund Harpooneers, Coy Nixie and other minions carry equipment before the Shark arrives or after it is lost. The equipment package is Sword and Shield, Rhongomyniad, Crown of the Victor, Goswhit Helmet, Gilded Aegis and Amulet of Niniane.
Feeding the Shark
Lure, Riptide, Led Astray, Undertow, Coy Nixie, Guile Sirens move enemy minions into the Shark's body of water. That makes the Shark's position the center of the game. Use to have Anglers but they were fighting with the Sharks curve. Replaced them with Lugbog Cats.
Removal
Single-target answers come from Drown, Trial by Water, Into the Abyss and Mesmerism. Stormy Seas and Thin Ice handle groups. The Flood package (Flood, The Flood, The Great Drowning of Men) changes the board in the deck's favor in longer games. Had a lot of trouble with water matchups so I added in some toolbox solutions and a few Ice damaging spells