very nice and helpful guide Baalz. Atlantis seems like a very fun water nation to play with. I'm a hardcore newbie thus I have a few questions for you:
looking at the pretender choice I wonder why you prefer the Master Lich over say the Arch Mage. Arch Mage with 4D/4S/4N/1W(default, put more if you really need 4, but I still don't see why). also it will let you fit A2 that Atlantis won't have any access to otherwise. so lets drop the 4W and put 2A instead, you should still be ahead in points to improve your scales even more while not losing much, unless you're using the Master Lich for something that the Arch Mage can't do.
now, if we do go for 2A our pretender will be able to cast amulet of the fish, which will allow our aquatic pretender(Arch Mage) move onto land. also I saw that there are items that allow your commander to carry non amphibious troops into water, are there items who do the same but for aquatic troops to land? if so than it will allow those aquatic summons to also get over land and wreck some havoc.
with your setup(or my proposed setup above) you seem to have a pretty nice minor bless. the only combat(as in non Priest/Mage) units Atlantis seems to have are the Living Pillars, who I read somewhere have the best armor out of all EA troops(correct me if I misread that). they're capital only and very resource intensive, but with so much points you can afford Production3 and you already got Order3+Luck3, so they should be affordable. and I don't mean them as a bless rush but rather more of a mid-late game force, when the additional MR from the Astral Bless will prove more helpful.
is there a reason to not immediately go manually site searching with your pretender, to get a quick D, S, N and to some extent A and W economy? can it be better than to spend those early turns researching in the lab with it?
that's all that comes to my mind for now, I'm sorry if those points don't make any sense at all, as I said I'm a newbie after all