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Messages - Alexander West

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46
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 26, 2014, 09:12:28 PM »
Going back to Laddinface's original request, I think we should be focusing on trying to invent cards that would bring all of the other classes up, rather than errataing/nerfing the Wizard.  Certainly Arcane Wonders can errata the stat card if they chose, but it's a pretty extreme response.

Beyond that, I don't even think that adding an "enemy" school to the Wizard would be significant.  Most Wizard books I have seen have around 3-5 SP of spells from either the War or Nature School.  Sure, 5 SP aren't trivial, but is it worth card errata to only achieve that?

No, I think as everyone has pointed out here, the Wizard became excellent due to the printing of Wizard's Tower and strong Arcane and Elemental creatures.  He used to bumble along with the rest of the base set mages.  I think the trick is to make the other mages excellent through similar means.  (And I would argue that the Druid is already on par with the Wizard.)  Let the presses print more excellent War, Light, Unholy, Fire, Water, and Air spells.  (I leave out Nature, since it's already really buff.)  Sure, elemental spells also benefit the Wizard, but he already has a bunch of plum choices.  It's diminishing returns for him to get access to more things that are already of equivalent power.

I think that's where we the players come in.  What do the other mages need to do to wow us?

47
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 26, 2014, 01:31:53 PM »
Tools for Other Mages

Part of the problem with many existing mages is that they don't have the right cards to support their stats.

Warlord:  Seems set up to play a ranged combat game, but lacks sufficient ways to keep enemy creatures close/far from his shooters/archers.  Solution: A one-handed equipment that pushes.  More Creatures with push.  A new guard variant for creatures that allow them to "passage blocks" like a wall.  An area-effect stuck spell or creature ability.  A command that gives a ranged attack indirect fire.  Timberwolf was a better stat line than Orc Butcher.  Skeletal Sentry as a soldier.

Forcemaster:  Needs a Mindspore replacement that isn't hobbled by slow casting and poor defenses.  Something more like a Dancing Wand, so they can get a second quick cast per round.  Wizard's have a tower, Forcemaster needs an equivalent that is playable.

Priest/Priestess:  Still need a solid level 2 creature.  Knight of Westlock is amazing, but sometimes you need something *now* rather than waiting a turn for the mana.  A better holy attack spell (less daze/stun, more damage) would also be great.  Hopefully this could help with the nonliving metagame issue.  Maybe also some creatures that used a light attack with a +vs nonliving?

Johkarti: A quick attack ranged weapon seems like the thing to do.  Wizard already has Arcane Zap, which is very good, but I think illustrates that move + shoot isn't fundamentally broken.  I think with this she's pretty solid, Nature is a powerful school.

Warlock:   I feel like they want to play a game like Charmyna's Blasting Banker, but don't seem to have access to the tools to do it.  The more a blood reaper was like Invisible Stalker, the better it seems like it would be.  I love the Druid for the resilience her tree gives her, and I'd like to see the Warlock have a Blood Reaper that put him on similar footing.

48
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 26, 2014, 01:07:42 PM »
Thanks to Charmyna for starting this thread, and Deckbuilder for his organizational efforts.  My first contribution is on the subject of Dissolve/Dispel:

Bleeding the Color Wheel
I come from a Magic: the Gathering background, so I'm going to talk in language that is familiar with me.  Mark Rosewater (Magic's lead designer) has written some pretty good articles (https://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr85) about the value of color identity.  The idea of an identity is pretty important to the schools of Mage Wars as well.  I think it is important to be cautious about bleeding an effect in to too many schools, lest all the schools become too similar.  (I think the folks who are angry about Damnation being color shifted into black are right to be, in changed the color balance forever.)

That said, I think part of the reason the Wizard is so good is that there is a lot of pressure to place many copies of Dissolve and Dispel in their books, as well as probably a few Teleport and a Nullify.   In particular Dissolve and Dispel are needed because there are so many cool equipment and enchantments in the game.  They are sort of so good that everyone needs to destroy them.  Right now in every book I build I place at least 3 of each of these, even if I must pay an out of school cost.  The Wizard (especially a water wizard) gets a huge savings on spell points by being able to buy both in school.  Likewise, part of the great weakness of the Warlord is that he must pay enemy school costs for Dispel!

At the very least I would like to see one non-Arcane Dispel to help the Warlord.  As I suspect some Mage in the future will have Water as an enemy school, I think by that time there should also be a non-Water Dissolve.  I don't mean some version with a twist, I want a bread and butter boring card for card equivalent.  I have made Nature mages and Fire mages, and though I often have a copy of Corrosive Orchid or Explode, I still have multiple copies of Dissolve because often I don't have the extra mana to pay for the flower or the fire.

If our goal is to specifically bring the other mages up to the Wizard's level, a novice version of Dispel and Dissolve would be an effective step.  I think these are good candidates because they represent a universal magic effect that everyone uses, and therefore it feels okay from a flavor perspective.  The functional effect is that now everyone else gets an effective +4-8 SB points because they are no longer paying double for their pile of Dissolve and Dispel effects.  This *is* power creep, in the sense that we are making access to these effects forever cheaper in terms of book points.  It would be less power creep if only one of these spells were made Novice.  I'd choose Dispel, since it could be easily powered down to range 0-1, and wouldn't help the Wizard while helping everyone else, and gives the Warlord 2x help.

I wonder if there are more flavorful ways of giving non-Water or non-Arcane tools to destroy equipment or enchantments?
* War creatures/ equipment/ command/ attack with a new Shatter effect, which destroys equipment?  (rough for expensive equipment, though Forcemaster has lots of Defense effects to counteract it)
* An Unholy Curse/conjuration that deals damage to target/radius/entire arena for each equipment or enchantment active on it.  (Two different spells, one for enchants, one for equipment.)
* A holy enchantment (Mage only?) that gives mage armor = enemy mage's armor.  ("Share Strength")

Of all the approaches, I find these last most interesting.  I want the spell schools to each have their own distinct flavor, but they *all* need ways to deal with equipment and enchantments.  Until they have effective ones, they are going to have to keep having a SP deficit relative to the Wizard by buying the same old stuff out of school.

49
Spellbook Design and Construction / Re: The Blasting Banker
« on: February 26, 2014, 02:11:58 AM »
@Charmyna:  You seem to be one of the acknowledged experts in the game.  What do you think each non-Wizard mage needs to bring them up to competitive playability?

This sounds like a big enough topic that it should be its own thread. I'm kinda interested in responses. Also, you wouldn't think we'd make a set with a new warlock and not give you blood reapers ;-). You'll want to watch our previews which will start soon.

Good bit of topic moderation, and teasing.  :)  I'm very much looking forward to seeing what comes.

50
Spells / Re: Categorizing Power Levels of Spells in Mage Wars
« on: February 25, 2014, 06:09:35 PM »
Circle of Fire:  I actually think this is one of the most important spells in the game.  I think without considering interaction from an opponent, level 1 creature swarm falls just behind wall of thorns + push in how quickly you can kill an opponent clocking in easily on turn 4.  (Wall push kills on turn 3.)  Circle of Fire is by far the best way to kill a swarm of Hawks or Foxes, and as such is a spell I'm always thinking about splashing as a "silver bullet" for that kind of opponent.  In the new druid metagame, I suspect it also offers some opportunities for real coups against plant pits.

51
Spellbook Design and Construction / Re: The Blasting Banker
« on: February 25, 2014, 05:44:51 PM »
I think original Beastmaster, Druid, and Wizard are all tier 1 mages.  In the post-Corrode metagame, I am also willing to believe Priestess might be very close at tier 1.5 thanks to her strength vs. Corrode.

I'd rather see a few cards get printed to make the other mages stronger rather than nerfing the Wizard.  In particular, better Blood Reaper targets would make a huge difference for the Warlock.  (I'd like to see an option with Flying and maybe Elusive.)  A one-handed pushing Weapon or Shield would be great for the Warlord.  (The visuals on Shield Bashing an enemy out of my tile would be great!)  The Forcemaster needs a better Mindspore, more on the power level of Wizard's Tower or Huginn (Slow casting and fragility have really undermined its use).  Maybe a Dancing Wand to go with the Dancing Scimitar?  (Only half joking.)

@Charmyna:  You seem to be one of the acknowledged experts in the game.  What do you think each non-Wizard mage needs to bring them up to competitive playability?

52
Spells / Re: Categorizing Power Levels of Spells in Mage Wars
« on: February 24, 2014, 11:11:19 AM »
Banish: This card seems too expensive to me for what it does. Remove a creature for 3 turns only to have it return unscathed for 14 mana? Why not summon my own strong creature with that mana, or do something else?

I think it's right to compare this spell to Turn to Stone, Force Hold, and/or Sleep.  It's a spell designed to neutralize a big for a while so you can do something without it bothering you.  On the front end 14 is a tremendous amount of mana.  Turn to Stone for 3 turns costs 14 as well, Force Hold for 3 turns costs 10, and Sleep 7/9/11 on level 4/5/6.  I think a premium is being paid since Banish works on anything.  That said, I'm not generally willing to pay for Turn to Stone, and Force Hold isn't my thing either.  I like Sleep more since it is so cheap, *and* requires some kind of resource expenditure from my opponent to end it.  I guess if level 6 nonliving summons started to be a big thing, I might consider a Banish?  But until then, it shall remain forlorn.

53
Spells / Re: Categorizing Power Levels of Spells in Mage Wars
« on: February 24, 2014, 10:41:15 AM »
I rank Bears Strength, Cheetah Speed, and Rhino Hide as must haves but that's just me.

@Silverclawgrizzly:  Yes, interesting.  Those spells all offer a unique and powerful effect.  I can see why you would put them in every book.  How many Bear Strength do you like, and how do you like to use it?

The list is definitely subjective, and as such there will be a lot of disagreement over different spells. I would personally change many of your spell rankings by as many as 2 ranks, but that's me. I am me and you are you, and this is how you would rank them. I do think the list could be useful for building spell books, but it is going to be a personal preference no matter how you cut it. The only benefit this list would have to other people is to get a glimpse into your mindset. Which is not a minor thing. Seeing how other people think and approach the game can give a person new insights that they might never have gotten on their own. For that, I thank you.

@Zuberi:  I agree that this is a somewhat subjective exercise.  (Though I suspect that's because we each have a partial picture and and imperfect assessment of how to deal with the objective truth.)  I am incredibly curious to "get a glimpse into your mindset", and that of anyone else who is willing to share.

The scope is far too large
And the value of cards varies with the mages playing (cost-benefit), other cards in the book and your local meta
For example, AlexW, you posted Pushy Wizard hence Eagleclaw up there
Yet in my meta, Veteran's Belt + High Armour has nerfed Thorns Push and Wall Bash

Interesting though this discussion will be, it falls prey to the same assumptions fas723 made with "most efficient creatures"
The reality is you would need to map out a Kohonen Network of card interactions
Then apply it to a changing meta propensity to encounter opponent cards to evlaute this

For example, in a meta of Buffed Forcemasters, Curse Stacking and Buffed Elites, Purge Magic immediately becomes a valuable threat.
There are just so many dimensions that I think the thread's subject should be de-scoped to just one aspect

Broadly your 5 categories are:
(A) Always Golden (e.g. Teleport)
(B) Toolbox Golden (e.g. Purge Magic) - reacting to opponent's strategy
(C) Workhorse - the majority - just don't talk about these and cloud the issue
(D) Niche Strategy (e.g. Rajan's Fury) - useful only for certain own strategies
(E) Waste of Trees (e.g. Destroy Magic)

@DeckBuilder: First, I apologize.  I put Stumble at 1 as sort of a joke because I have seen the community complain more about it than any other card.  I agree that it's actually a roleplayer in some strategies, and should be a 2.

I agree that the scope is large, but I'm not certain that the scope is too large.  I think we each have some pieces of whatever the "true" metagame is, and as such consider each spell in a certain light.  I guess my goal is to expose how we are each thinking about spells both so that we all gain by gaining insight into other player's evaluations, but also might have a greater understanding of the metagame by doing so.

I thought the flaw of "best" creatures is that it tried to a) objectively quantify each creature and b) failed to recognize that a large cadre of creatures can each be the best simultaneously.  (This can be true because they are the best AT something, where that something is a thing a player wants to accomplish.)  Certainly this list will be a moving target.  As new spells are printed, or changes in the metagame happen, cards change in value.  However, I do think some spells will have a somewhat constant value due to their general utility.

I think your A-E are substantially different from my 1-5.  Namely, I don't think you have an equivalent to 3, and I think it's the most interesting distinction.  Which spells are exactly good enough that you're almost never willing to pay out of school for them, but it's a snap deal when they are in school?  I also think if something is "Toolbox Gold" it should probably be a 5.  Most of the 4s I thought were pretty strategy dependent.  Like, if you want a big, you probably think very hard about Grizzly Bear regardless of your book.  However, not *every* book wants a big, and therefore Grizzly is not a 5.  Does that make sense?

As far as Eagleclaw Boots go, sure, they are good against wall-push combo.  However, they also offer a unique ability to a Mage (climbing), and there are a lot of mages who want to push/pull you: Plant Pit, Golem Pit, Forcemaster w/Bears, etc.  Almost every opponent I've ever played, every book I've seen online, and every book I build seems to have 1+ pairs.  Has your group eschewed them?

54
Spells / Categorizing Power Levels of Spells in Mage Wars
« on: February 24, 2014, 12:54:26 AM »
I am going to use a 5 point scale to classify spells in Mage Wars.  Rather than try to rank them (which I think is not useful), I just want to score them as a thought exercise.  I am leaving out most specific mage only spells, since those don't feel relevant to rate.  Here is my scale:

5 - I almost always put one or more copies of this spell in my books regardless of school.
4 - I strongly consider putting this spell in my book regardless of school.
3 - I almost always put one or more copies of this spell in my book if its in my school, and rarely would splash it.
2 - I sometimes put this spell in my book if its in my school.
1 - I have trouble imagining using this spell, even if its in my school.

5s:
Teleport
Dispel
Dissolve
Eagleclaw Boots

4s:
Steelclaw Grizzly
Mana Crystal
Mana Flower
Battleforge
Dragonscale Hauberk
Veterans Belt
Regrowth Belt
Meditation Amulet
Regrowth
Rhino Hide
Harmonize
Cheetah Speed
Nullify
Sleep
Maim Wings
Acid Ball
Hurl Boulder
Heal
Minor Heal
Purify
Wand of Healing
Dispel Wand
Mage Wand

3s:
Leather Gloves (counts as being in everyone's book due to Novice)
(any armor granting equipment not listed elsewhere)
Dancing Scimitar
Suppression Robe
Lair
Gate to Voltari
Librum Mortus
Temple of Asyra
Archer's Watchtower
Grimson Deadeye
Sir Corazin, Blademaster
Goblin Slinger
Knight of Westlock
Royal Archer
Galador, Protector of Straywood
Karalathor, the Devourer
Wall of Thorns
Zombie Brute or Skeleton Warrior
Shaggoth-Zora or Mort
Undead Archer
Necropian Vampiress
Devouring Ooze
Gorgon Archer
Whirling Spirit
Iron Golem
Force Push
Force Wave
Precise Strike
Piercing Strike
Power Strike
Piercing Shot
Mind Control
Turn to Stone
Force Hold
Fortified Position
Sacred Ground
Enchantment Transfusion
Bear Strength
Bull Endurance
Eagle Wings
Mongoose Agility
Falcon Precision
Healing Charm
Block
Decoy
Purge Magic
Seeking Dispel
Ghoul Rot
Drain Life
Magebane
Poisoned Blood
Agony
Enfeeble
Idol of Pestilence
Deathlock
Suppression Orb
Mordok's Obelisk
Ring of Fire
Fireball
Fireblast
Chain Lightning
Jet Stream
Geyser
Zombie Frenzy or Reassemble

2s:
(any non-armor spell not listed elsewhere)

1s:
Stumble

Curious what other people think?  Should some spells be rated higher?  Lower?  Are the categories useful?  Have I described them well enough?


55
Strategy and Tactics / Re: The weaknesses of the non-living
« on: February 23, 2014, 11:56:59 PM »
One weird metagame effect of the nonliving is to make the living better.  People keep saying things like "I took out Sleep because there were too many Nonliving books". 

Pretty much every nonliving creature either has a ton of armor (resilient, incorporeal, or just a golem) or a ton of HP (skeletons) or both (whirling spirit).  Given this, I think it's pretty important to choose creatures and attacks that roll a large raw number of dice, rather than have fancy powers like Piercing.  Likewise, Fire works on some of them and ignores all that armor, so BURN BABY BURN.  (Which is nice, since we also want to burn down all of those plants overgrowing the arena these days.)

I guess Samandriel, Pillar of Light, Blinding Flash, and Staff of Asyra are all obvious answers, but yo, they do the job.  In particular Pillar of Light goes from being kind of terrible to frighteningly effective.

56
Spellbook Design and Construction / Re: The Blasting Banker
« on: February 23, 2014, 11:28:09 PM »
@DeckBuilder:  I am glad you found my observations to be useful.  I am also delighted that you have found that the great wheel of the metagame spins ever forward.  The druid book from your testing looks brutally efficient!  :)

Glad to hear you had some fun games with the BB!
Its easy to say afterwards but I always thought Druid is the best candidate to beat BB. Treebond and Barkskin are awesome to help surive BBs blast. Summoning plants with the Vine Trees action on top of conjurations is great too as well as using Tanglevine and stuck markers on the BB to make him use his teleports. Maybe even more important are the cheap Dissolves+Acid Balls and the great in school heavy hitter (Grizzly).
I feel its time to say it again! Its (almost) all about spellpoints! What makes the BB such a successful build IMO is that his main strategy heavily depends on in school spells and the build does not need any level two or higher out of school spells (in the latest iteration I removed Dancing Scimitar). This allows the BB to have 2-3 copies of the most important spells and still be flexible enough to adjust to many different builds.
The Druid is such a formidable opponent against the BB since he is very spellpoint efficient as well! He can include many Acid Balls, Dissolves and Dispels needed to beat BB and still have enough spellpoints left for a couple medium/big in school creatures and many in school enchants to be well suited against other builds than the BB.

@Suppression Orb:
Im sure it will work great with this build but I dont want to spend too many spellpoints for stuff only useful against multi creature mages. If I play against a solo mage all the spellpoints put into Obelisk, Essence Drain and Suppression Orb will be useless in that game. Anyway, if I accept to spend four more Spellpoints into stuff only useful against creature builds, I would prefer two Essence Drain over Obelisk since I guess in the majority of situations they will cost him more mana than the Obelisk. Even if he dispels them, he will have lost 2-3 mana compared to what I invested and that dispel wont be used against BBs valuable Regrowth/Rhino Hide later.
You mentioned Siphon. I can see that spell is very useful for the BB and it works against all mages (not only creature builds). So I will test it out soon. Thx for that advice!
Btw I removed the bat ;).

@Charmyna:  1) A point of curiosity: Did the Philosophy of Fire post contribute to the shaping of the BB book?  If so, I'm curious about your thoughts on the subject.  (Either here or there, as appropriate.)

2) I think it might be best to accept a few SB points that are "worthless" against one kind of book and "amazing" against another book, rather than a book full of "medium" quality spells that work everywhere.  I have found in most matches I only use the same 80-90 points worth of spells.  To me, this means I should be spending the other 30-40 points on "silver bullets" to gain great advantage in the right circumstances, or to help with a big problem with my book.

I recognize that if your book is more "controlling", or relies on "attrition" or a long game, you will need to use more of your SB points over the course of the match.  So, maybe for the style of book you seem to play, you might regularly use the same 100-120 points in a single match as opposed to the 80-90 in the styles I have been playing.  Even so, perhaps even as few as 10 points of silver bullets might be very helpful?

3) I completely agree that the Druid is the natural (*har* *har*) counter to any solo build.  Between Barkskin and her tree, she can get so much more regeneration and armor relative to all the other characters that attacking her life total is highly ineffective.  If mage assassination isn't an available path to victory, the game must become one of attrition.  With a great spawnpoint, and a range of spell training that allows a full and flexible book, she is very good at attrition.  My current opinion is that she vies with the Wizard for the title of best mage, and I think it's very close between the two.  (It has a lot to do with Arcane and Nature having most of the best cards split between them, but also with strong stat cards and class-only cards.)

57
Spellbook Design and Construction / Re: The Blasting Banker
« on: February 21, 2014, 01:03:52 PM »
I think you can see where the game is going. Unless he is running an very experimental deck it is just a very rough go at it. 30 or so games trying all manner of permutations and I still have nothing to beat a Wizard + Wizard Tower other than another Wizard and Wizard + Wizard Tower.

Wizard Tower is a very potent card, giving +1 mana per turn and +1 quick attack spell per round for only 7 mana.  It's main weakness is that it is fundamentally an aggressive card, since the attack spells a are mostly aggressive. (Arguably Geyser and Jet Stream have defensive uses.)  The card is at its best if your build is looking to press an advantage, but I would argue mediocre most of the time because casting an attack spell is not always the action you want to take.  Its other weakness is that its only slightly tougher than a mana crystal.

So what beats a Wizard Tower?  Cards that make attack spells a poorer strategic choice, or that covert mana to damage at a very efficient ratio to attack the tower.

In particular, I feel like Druid + Vine Tree is very effective against Wizard Tower.  Druid's regenerative abilities make her a very poor target for early game damage.  Without needing to spend many resources on defense, the Druid can spend nearly all of her mana playing a grindy game of creature based attrition with plants and maybe a bear or two.  The ability to Vine Summon allows the Druid to gain action/damage efficiency without having to sacrifice full actions, and without the usual spatial delay associated with a Spawnpoint.  Attack spells are a very mana inefficient way to fight creatures, and I have yet to see a match vs. Druid where I felt like Wizard's Tower was a good investment.

In general I feel like almost any Battleforge based strategy that is at least moderately defensive should also be good vs. Wizard Tower.  Other Spawnpoints also seem like they add the right sort of value vs. Wizard's Tower, though Battleforge is the only one that specifically makes Wizard's Tower weaker.

In general, I'm also not even certain that the efficiency of the Druid is required for a summoning based strategy or the positional advantage of a Vine Tree is required to overcome the Wizard's Tower with attrition.

58
Spellbook Design and Construction / Re: Pushy Wizard (Air)
« on: February 20, 2014, 11:27:55 AM »
"maybe with an increase in Purify running around I'm on the wrong side of the armor game."

Just an FYI, corrode is an acid counter, not poison so purify doesn't remove it. Only priestess, healing wand, spring of renewal and swapping armor can remove corrode.

Ahh, excellent.  Thanks.  Corrode forever!   :P

59
Spellbook Design and Construction / Re: Pushy Wizard (Air)
« on: February 20, 2014, 12:35:55 AM »
It's a clever meld, AW - you should call this thread "The Philosophy of Wind"?

However, a couple of meta issues makes it less than optimal these days

(1) Wall of Thorns hurt bad by Veteran's Belt

The hardest builds will have something like...
Forge + High Armour + Veteran's Belt + Rhino Hide + Regrowth + Healing Wand (or Priestess) vs. Corrode
4 Armour + Veteran's Belt nerfs Wall of Thorns (minimal damage if any)
I appreciate you have Acid Ball against this

(2) Air Wizard has been hurt by the anti-poison meta

Because Poison Gas Cloud was such a good weapon with the Push strategy
They still create zones of hindering and are great against Living builds but unreliable
I know you don't play them probably for these reasons but all mages are Living

(3) Fire is a popular element with Plants and Resilience

Walls of Thorns can be burnt down quite easily, if Deathlock is in play...

Thanks DeckBuilder, I'm glad you enjoyed the post and appreciate your feedback!

1) As far as Veteran's Belt goes, I think I *want* my opponent to cast it.  Then I can attack their armor pieces with Acid Ball and Dissolve, and the result is that the Veteran's Belt is "dead" without ever having to spend mana or an action against it directly.  Though, I think against a Priestess this would be bad news for me, and maybe with an increase in Purify running around I'm on the wrong side of the armor game.  Hmm...  Food for thought.

2) I don't like Poison Cloud very much anyway.  It doesn't do enough damage for its cost unless you're trying to kill multiple targets.  However, I care mainly about just the other mage.  The 2nd big plus of a Force Push/Wall strategy is it is very easy to separate a mage from his supporting pieces.

3) The pro-Fire meta is definitely a downer for Wall of Thorns.  Even without Deathlock, Flameblast is pretty likely to destroy a wall heads up.  My only solace is that the two spells cost the same mana, so I'm hoping I get some use out of my wall before it goes up in flames.  I do sort of hope though that some opponents might get obsessed with dealing with the walls, and then I can just change up to normal damage spells/creatures.

I played a few more games, and my biggest concern is now:

4) Lack of action parity with Battleforge.  A player on defense with a forge can play 3 defensive spells a turn, and unless one of them can be answered by Acid Ball (and therefore Tower), I need to summon Huginn to keep up on actions to erode those defenses.  Huginn does pay for himself in actions, but if the opponent has an efficient way to kill him, its a huge tempo and (possibly) resource loss.  I guess if I am being beaten on actions, I probably need to summon creatures?

60
Spellbook Design and Construction / Re: Pushy Wizard (Air)
« on: February 18, 2014, 08:42:50 PM »
With gust-o?

LOL.  I wish I could give you gold, or whatever these "Banana Sticker" things I see are.  Perfect answer.  :)

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