Based around the concept of denying interaction as a means to winning. Your opponent has cards that are supposed to get a certain value when they are played, but they are either completely denied or get much less value.
Saesenthessis - mostly untouchable outside of CoC, Serpent Trap, or random/row damage
Gord - If you have last say, completely untouchable
Sabertooth-Tiger - completely untouchable outside of Heatwave and final turn of the round
Schirru - more like a spell that is used to eliminate a large number of opponent's units
Madoc - outside of seizing or banishing, it's not effective to use removal on him as he will efficiently come back
This brings the deck down to about 8 effective units.
Miner/Pyrotechnician/Mahakam Volunteers - filler cards that usually aren't worth spending interaction on, yet opponent will be forced to because there is nothing else to interact with. eg., a 5p Stunning Blow used on Miner is a 1-provision tradeoff for the ST player
In Round 3 where all you play is Saesenthessis, Gord, and maybe one other unit, your opponent may be forced to just discard a lot of their hand.