Control the board until you can go big with glimpse/forge.
Teleport and friends are the trickiest part, remember that they need a legal target or they'll jam the top of your deck.
Why Crests tho?
Crests help you dig for combo and can knock the top card off if you keep one in hand.
Why Honor of Claws?
Seems to dig the best for combo, might switch out later.
Mulligans
Merchant > Hailstorm > Forge > 7 cards with 2+ crests > Sanctum
Going Off
Timer can be a big issue because you have to get to Soothsayer and then to bolts to finish, so don't feel like you need to go all in on one turn. If you're safe on board and see glimpse on top of your deck, STOP. Play your lands and let your sanctums reset and go again next turn. Sometimes you'll have Hailstorm on top which would result in
a unit-less hand and board, DANGER! Teleports will get stuck on top and you will be sad.
Options
Equivocate over
Teleport: Equiv is better against aggressive strategies, but teleport is better for combo (Aurelian Merchant,
Packbeast,
Lethrai Soothsayer).
1x
Helpful Doorbot: Pros: gives you a target for
Teleport and
Equivocate that you can play for free. Cons: Burns himself out helping others which is terrible for his health (statline is bad)
Torch: I've preferred
Hailstorm in most situations where I used to use torch, but I'm thinking of bringing them in over some mix of
Honor of Claws,
Lethrai Soothsayer, and
Hailstorm.