I've had a fair amount of success with this guy.
The general strategy is Gate to Voltari first round in the center of the board - oh and harmonize it. Forgot to put that there. Then work to summon a Gorgon as soon as possible. In general, this mage will keep running in circles. Never stop moving. As soon as the Gorgon appears, get it wings. With the harmonize, the gateway can produce 4 mana per turn. As a weird side effect, I've observed it making opponents reticent to cast spells for not wishing to power up the gate. Not a big strategic win, but an interesting quirk.
In the mean time, begin to react to whatever the other mage is. If it's a beatdown, use traps and teleports to keep them at bay. Use tanglevines and force hold to slow them down. Also, get the gorgon to start pitching weaknesses around. Alternatively, get the whirling spirit out to protect the mage.
For creature rushes, drop the suppression cloak and orb. If it's a big beast rush, force hold, teleport, and essence drain and pacify.
Basically, whatever they are doing, don't try to stop it, just annoy the hell out of them to distract them.
The end goal is to ping the opposing mage and frustrate them by some mana denial and the fact that they have to get rid of the gate and the gorgon before they can get to you. Almost all of the creatures are designed to slow or distract rather than doing anything meaningful.
After several rounds of annoyance and pinging, hopefully having done about 15 damage to the opposing mage, you then switch to aggro damage.
Drop the poison blood and bring the electricity.
I go into the game fully expecting to take damage, but I don't worry about it. Try to have so many things going on that they are wasting their AP getting rid of the annoyances that they forget to focus on my mage. Once you get their mage into a favorable position, you turn and shoot while backing up.
I also believe that the threat of having a card is almost as effective as having the card. Most players will assume I'm bristling with dispels and dissolves.
Mage:
Wizard (Core) Air
Total Cards: (58)
Total Spellbook Cost: (120)
Attack (
Jet Stream (Core #1A09) x2
Lightning Bolt (Core #1A07) x2
Thunderbolt (Core #1A13) x2
Electrify (Core #1A03) x1
Chain Lightning (Core #1A02) x1
Conjuration (9)
Poison Gas Cloud (Core #1J18) x2
Gate to Voltari (Core #1J07) x1
Mana Crystal (Core #1J12) x2
Mana Siphon (Core #1J14) x1
Tanglevine (Core #1J22) x2
Suppression Orb (Core #1J21) x1
Creature (7)
Whirling Spirit (Core #1C40) x1
Blue Gremlin (Core #1C05) x1
Huginn, Raven Familiar (Core #1C21) x1
Mana Leech (Core #1C24) x2
Gorgon Archer (Core #1C18) x2
Enchantment (17)
Circle of Lightning (Core #1E06) x1
Essence Drain (Core #1E15) x2
Harmonize (Core #1E20) x2
Reverse Magic (Core #1E35) x1
Teleport Trap (Core #1E38) x3
Nullify (Core #1E29) x1
Pacify (Core #1E30) x1
Block (Core #1E02) x1
Marked for Death (Core #1E27) x1
Poisoned Blood (Core #1E31) x1
Eagle Wings (Core #1E13) x1
Force Hold (Core #1E16) x1
Hawkeye (Core #1E21) x1
Equipment (4)
Elemental Wand (Core #1Q08) x1
Lightning Ring (Core #1Q17) x1
Elemental Cloak (Core #1Q07) x1
Suppression Cloak (Core #1Q32) x1
Incantation (13)
Dispel (Core #1I06) x2
Seeking Dispel (Core #1I24) x2
Teleport (Core #1I28) x4
Minor Heal (Core #1I17) x2
Dissolve (Core #1I07) x2
Purge Magic (Core #1I21) x1