Featuring high-mobility and several underappreciated cards, this has been a very competitive deck this month, and can be played a number of ways to accommodate different opponents. You can rush face with Wisps, Salmon, and Faeries, or build up slower with Skycaptains, Emissaries, and Champions while controlling the board with Sands or Last Nightmare. The 0-cost events provides opportunity for a lot of sneaky or difficult-to-counter plays.
Ideal Starts: Explore + D+ Drakkar Skycaptain to collect (especially vs Red), or Wind Wisp to threaten orb. Using an Emissary to collect is a solid alternative.
Land placement is typically aggressively down mid to our opponent, all Deserts until 5 lands. Having one land near the enemy orb as a target for Twister is very useful. It is to our benefit to to force them to build defensively.
Once 5 Deserts have been placed, card draw is priority, creature and additional land placement becomes less critical with the extra movement capabilities available.
Wind Wisps, Faeries, and Champions make excellent and highly mobile collectors. Salmon can be used to buff Wisps and draw cards for Faeries - or for extra card draw in a pinch.
The mobility buffs can be used to keep creatures out of harm, to double collect, or to hit face and retreat to safety.
Azarai has given me plenty of success when outnumbered, especially vs. GY Sac, where a lot of small creatures clog up the board and keep our relatively low-health creatures from hitting the enemy orb. Azarai + Twister against face for a win is a huge, satisfying combo when otherwise disadvantaged.