Step 1: Get a crew together. You want units with attack power and battle skills: flying, aegis, and potentially overwhelm.
Step 2: Prepare the plan. Get Evacuation plan from market with one of the 8 merchants.
Extra prep (optional but good):
a: Imbue some things. Imbue doubles your unit's stats for Plan, you can easily make a 20/20+ with an Inspiring Captain or Huntress or two. Important: Make sure when Evacuate planning that you click the imbued units before the unit doing the imbue-ing or you will not get the full stats.
b: Chalice is an option in market if the opponent is slow enough or you stick a bunch of ramp units
c: Green merchant can grab Controlled Demolition if needed to give your EP Sentinel additional range
d: Accelerated impact can kill with a high-hp sentinel / 0/5s
Step 4: Execute the plan: Hold up at least 4 power and use Evacuation Plan on all of your units at the end of the opponents turn / when they removal something / after blocking all non-overwhelm units to prevent damage.
Make a 10-25+ attack dude with flying and aegis. Smash face.
Backup plan: Smash face with soldier things / builder's decree
Thought I was playing against soldiers until suddenly...
I'm actually playing something a little different atm, but it does still have the Evac Plan finisher as an option - I'll post it eventually, but may be holding onto it until the open :)
The deck in this post is all-in evac plan (which is also a lot of fun) :D
Its currently a 70% chance to have Time by turn 2 (higher including plunder), and about 60% for 2J / 2P.