the golems will be able to kite because most wizards bind charge magewand.
if you can remember can you tell me the actions he took each turn to get to that setup.
because it looks like a 50+mana setup implying it would take 4 turns at least. I thought you would surely be able to tele in a the cat (or equivalent lvl 4 creature) in turn 2 to disrupt his tempo.
for other mages teleport any elusive/flying creature. use enchantment to achieve this (lord of fire + mongoose agility)
I'm the build's author so i can help you here
My "main" setup is 1st turn double crystal,
2nd turn golem, ballista
3rd turn Wizard's Tower (bind hurl rock) if the opponent deployed a flier or an elusive creature into my zone, Turn To Stone or Force hold (depends on the creature) otherwise either hold the mana or harmonize/pendant.
Then it depends on the boardstate.
If my opponent doesn't seem interested in leaving his square I take my time and instead of summoning a second turn golem I double engine the second turn too, with both harmonize and pendant. skip the tower and start summoning 1 golem per turn for 4 turns.
If i see a temple of light i hurl a meteor on it because i hate Temple of Light.
If instead I sense a rush happy opponent i might not use my engine at all and open the game with a Gorgon or Golem + Mage Wand