I found this deck needs to avoid using the General to punch the nastier units. There are Gravity Wells and teleports to avoid harm, but they’re not all-powerful. The “offensive” jumps actually prey on the diagonally-protected eggs, heartseekers, backstabbers & co.
I ruled out the heavier kit of healing-shroud-snowpiercer because the aim was to be very nimble and toolboxy.
Get your early (Flying, Ranged?) Cryonic murder machine, and if that doesn’t work lure into Ghost Seraphim power moves at 7-8 mana.
Let me know if healing makes sense in that context.