This should be a solid deck provided theres a strong pool of equipment and a selection of creatures thatll permit players to go a little wide while building up Cloud to his full opponent-smashing potential
Half the deck cares about pirates and the other about locations, and many of them just dont work well together
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It's also not equipped for an aggro playstyle, since most of its characters have only one or zero lore value, so it's not going to be able to sneak under the more action-focused control decks either
This card adds another useful piece to the puzzle, functioning as yet another Amulet effect, or more accurately, a Spelunking variant, that you can tutor for with Summoners Pact or Green Suns Zenith