A 3-Mountain autoplay deck that can win sometimes. Great for punishing low HP sand decks. Painful against high HP forest, but sometimes you can win.
If you play first, place two neutral lands on the two sides of the orb, then finish with 2 mountains by the wells and a mountain at the front of the orb. If playing second, you can coin+mountain towards a well and place a Seifer's Fodder by the well.
Some neutral rushers may landlock you while getting one of the tiles adjacent to the well. Let them, it's irrelevant. All you really need is 3 mountains, the more the adversary spends to landlocking you, the better. Being rushed is great for the corrupt ability of Ignusi Ritualist.
After the land layout is done, spend all turns doing +1 mana. Very rarely you will need to draw a card (mostly to the end of the game if you have truly horrific draws).
This deck has answers for several decks. Combat decks are dangerous, and you might need to spend some neutral land buffering your side of the board.
This is mostly a control deck, with Blood Singers capitalizing face burn on dead enemy minions. The more the game drags on, the more your Wrath of Ignuses accumulate.
The only time you have to actually charge land and minions forward is if the enemy has OTK combo decks and is playing minions. If there are no minions in the way you can sometimes just hellfire face to kill them, but moving forward is advised because Wrath of Ignus won't accumulate enough (or you might even not draw them).
Get rid of situational cards on mulligan, try to get a couple of minions with 1 and 2 mountain costs in. Low mana burn like Seifer's Wrath and Flame Burst may also be kept because you're not farming mana but maybe your enemy won't either -- great against water/jump deck starts. If the hand has two good starter minions, I may gamble a weird card for turn 3 like Firestorm. Flame Thrower is a card you probably want to always keep if you get it because it screws with the enemy's early game.