Use Bargainers and Dances to get huge 0 or 1 faeria creatures.
Use Aurora's Creations on Groundshaker or enemy monsters to get the biggest possible 0 or 1 faeria creatures. In a pinch, Creation works OK on Bargainer too if you really need to cast it and don't have the faeria. DO NOT cast Creation on Illusions, it won't work (they'll be 0/0 since they only get the bonus if they've been in your hand or deck, and Creation makes a brand new copy of the base creature).
Drop enormous Illusions. The Cannon Carrier is a fun wrinkle that makes it laughable.
Use Firestorm/Garudan as a last resort.
If you're waiting for the right combos early game, use Spellwhirls to play defense.
This deck requires careful hand management, so there are no obvious mulligan rules. The original cards often dictate what options you have, and they may be better than RNG. Obvious Drops: Icerock, Firestorm, Illusion, Creation. Obvious Keeps: Song (but only 1), Bargainer, Spellwhirl, Battler (almost always, just for the taunt).
This deck can be amazing or frustrating if RNG frowns upon you. But when it works (more often than not in my experience), it's great fun.