Play a cheap 1-cost unit on first turn, Kid's Grove next, and then a charge unit the following turn to immediately buff Kid and push damage. Once we have a position on the board, Snoozing Sloth enables us to keep attacking with zero risk and force the opponent into a defensive sacrifice or lose a bunch of life. Calm Instructor helps us select whichever unit is best to finish a game. That usually means Grove Supplier or another charge unit.
If you are playing against FTP decks, keep in mind that they are likely playing units that get their value from summon abilities, and Swift Subverter can handily cripple their game plan.
I currently include Stargazing and Purify to provide some removal, but there may be better options. Possibly Char? I don't play Ignite because it requires 2F, and we are more likely to meet the FT requirement for Purify.
(One small change since I first created the deck - I removed 2 copies of Praxis Cylix and replaced them with regular sigils to reduce the chance of being stuck with depleted power at game start.)