For MA atlantis, (Armadillo is MA isn't it ?)you can rely your early expansion on your war lobsters if you start in a large pool of water. The manual contains good advices on how to use them efficiently.
In the afterthought game it worked surprisingly well. I had one of the best expansion with them mixed with the cheap and efficient reef dwellers.
So you can take a dormant or imprisoned pretender.
An awaken SC will give you even more provinces but IMHO the challenge with MA atlantis is more mid & late game. Therefore the pretender should be designed for these parts of the game.
You may also use your pretender to diversify your magic and/or be sure to summon late game monsters, forge magical items etc.
Scales I'm sure you need :
- cold 3 (water provinces are not affected/water spells are cold related)
- prod 2-3 (prod is the effective limit to your number of units)
- magic 1 or 3 (to get out the water)
Depending on your playstyle :
- order 3/Misfortune 1-3 ---- or ---- Turmoil 3/luck 3
- growth/death depending of the size of the map.
For atlantis I prefer order and growth to negate some of the effects of cold on my land provinces.
At midgame, you can have a good bunch of sacred units. But I don't find them very appealing. So I'm not sure if a bless strategy is the way to go. Try it and tell me