Nami and her supporting cards absolutely break Lux in draw-go. Draw-go means you pass your first two turns every game so you have 3 spell mana and 3 standard mana. Generally you should be able to hold the board with that given the card selection for 3-drops. Naturally, you will want to mulligan out anything that isn't one of your many 3-drops (including ebb, since ebb is a late-game spell anyway). Additionally, Nami provides added benefit in this archetype because she wants your spell mana to fill up so she can level. This strat makes it certain that Nami only takes 3 more spell mana then one attune cast (could be herself) to level.
In the mid game, it's generally best with this deck to try to pass with at least some roll-over mana if you can, even if that means taking just a little bit of extra damage since you can heal it back later anyway (Radiant Guardian, Ebb / Flow / Ebb and Flow which should all be cast on the same turn for big value). My favorite turn 3 play is Double Trouble to clear the spell mana, then bubble bear to add one through attune to help Nami level up. I would only play Nami turn 3 if you have no other option; this deck wants Nami to enter the battlefield leveled up. Remembrance is a good backup option on turn 3 as well.
I will let the late game speak for itself. I've never had so much fun proccing Lux and Nami together 6+ times in a single turn. Avatar of the Tides makes this possible and provides a lot of safety for both of the champions and allows us to resolve unyielding spirit incredibly easily. It feels like better Karma, especially because it goes online earlier than turn 10.
EDIT: dropped succession for double trouble, which is strictly better but does the same job
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