Thanks for the feed back. Both Morning Star and Vorpal Blade are one handed.
The grunts are there for nothing more than hindering or ticking on a FM Forcefield. The Bombers are fun against Flyers.
I did a comparison between the Sniper and the Archer. The Spell Book cost is the same. It is the mana cost that gets me for three more mana I get 2 more die of damage and 1 more zone on range. The problem is Warlord is mana challenged as it is it would take two turns of nothing (or almost nothing) to get him out. Where as with the Archer I can get him out just going easy for two turns. The Golem is a FM nightmare, plant him in a zone with the mage and Eagle Clawed boots and dare him
Don't care for Hail of stones.
The Barracks is a big investment for Solo but I think it is worth it for a mid-range game....
Lion Savagery is: Charge +2 / Melee: Piercing +1
Stumble is: You may reveal Stumble when this creature is activated. It stumbles and may not take a move action during its action phase. Then, destroy Stumble. Has no effect on creatures with the unmovable trait. Mind Level 1 Cast Cost 2 & 1 Non-Flying Creature QC Cast Range 0-2.
Mana Flower - would prefer Mana Prism but that is Arcane. The odd number channeling makes it a real challenge when most spells (seem to) have an even number cost. I put this in along with the Harmonize. Best case scenario I can generate 14 mana each round. Which may be enough to put the Sniper back in, but I will have to play it first.
I spent a good deal of time coming up with the list here, it started out with 139 points and I took some painful cuts to get the final list.