The object of the game is to get an army of Flying, Valkyrie grenadin and an enormous Kalis in the same turn.
I went through about ~15 iterations of this in various faction combos but couldn't get it to go fast enough. Then, I realized I was an idiot and the apparently-useless unit Tumblebang was exactly right for restoring your power to previous levels if you used Kalis to destroy it. Destroying more than one at a time very rapidly advances your clock.
Provided you can only get one on the board, you want to stall until you have 8 max power, then use Kalis, then immediately play Valkyrie Harvester. Each Tumblebang you can get out advances you by 3 turns, in terms of power.
As a result you will always use Rise for one of these three things: Bloodrite Kalis, Tumblebang (I know it feels wrong, get over it), or Valkyrie Harvester.
Next turn, or this turn if you've power left, play your army of flying grenadin and cackle madly at the skies (mandatory.) If you manage to hit your opponent's units in the same turn (e.g. with Harsh Rule), all of those units also become Valkyrie--this does not apply to the Revenge units of either player, we tested.
This results in some interesting mechanics, like being able to Bond a dino or sentinel using Valkyrie Harvester. Expect to see further brews targeting this.
Bulletshaper , End of the Barrel, Rusty Grenamotive, Time Flies etc.