sIKE. You and I always seem to be on opposite sides of debates.
Maybe it's just play style as I find Priest the least interesting mage.
I think the dismissive "the golem pit you so much like" is unfair
Golem Pit is more than just "Teleport your mage into my horde"
It involved the Transfusion set-up to ensure the kill in 2 rounds
None of the 3 Mage builds in the thread I linked uses the Golem Pit Transfusion trick
Instead of defensive (Golem Pit), they play aggressive (defensive needs patience which needs to be learnt)
The Earth swarms, Air pushes to Clouds, Fire buffs Hydras (as OP was about beating Necro with Wizard/BM)
I linked them because it demonstrated the variety that can be done with it (now trying Hydra + Thornlasher)
I have been pushing since Golem Pit to curb the power of Teleport
It's not my fault 4 Teleport Wands + 8 Slow Monsters (buy all 16 cards for 40 now) = very strong Wizard build
I was so shocked when they previewed Devouring Jelly (more so than Zombie Brute)
To not play a broken strategy seems perverse - the designers should not allow it to exist
I believe you loved playing Forcemaster + Hand of Bim Shalla + Battle Furies from Spores?
If Kich or Charmyna read this thread, I would really be interested to read your view on "Wizard Wand Control"
Mage Wands are great because an Incantation called Teleport is broken when played by a competent player.
Sorry to join the discussion so late. Next time pls send me a message here in the forum or in Octgn
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About Mage Wands: They are my highest priority very often! The reasons are:
- They allow you to save many Spellpoints (not mana!)
- Maybe even more important: They give you flexibility in planning (its like planning a third card)
For these Reasons most of my Decks have 5-6 dissolves (also those that need to pay two points per dissolve). I never want to be in a game where the opponent has a mage wand left and I dont have a dissolve!
You might think that I carry four mage wands often since they are so good. I dont! A decent player often dissolves them quickly, which in many cases means the player with the Mage Wand actually looses more Spellpoints (again not Mana!) than the opponent. So in non-Wizard decks I barely carry more than one Mage Wand since four spellpoints is too much to have four copies. In Wizard decks I consider having more Wands but only if I assume the game will be VERY long.
During my last games I actually found the value of the mage wand not in the saved spellpoints but in the flexibility while planning! That way I could risk to plan a card I might not be able to use but if used it would be awesome. In the case I cant use it, I still have the seeking dispel/dispel/Push/dissolve on Mage Wand to do something useful (at least trigger his Nullify).
Btw the Mage Wand slows you down a bit (action and mana wise) but if you got the Battle Forge to cast it, thats much less a problem!
Towards Watergate Wizard and similar build relying on Teleport Wand and slow creatures: I still like them alot, but I have the feeling that a very aggressive druid with many rouse the beasts, vine tree and Vine Snappers casted early on the Gate will be very strong against the Watergate Wizard.
I havent seen such a game, so atm its only theorycrafting.
Btw my new Blasting Banker build will most likely kill Watergate since the latter is too slow! At least Watergate Wizard would need alot defensive stuff on himself, which costs his own actions since at the beginning he does not have the mana to cast the Forge.
Another btw: I guess an Obelisk (maybe + suppression orb) in the opposite corner would be very annoying for Watergate since the slow creatures take forever to get there and even teleporting them isnt good since it costs so much mana and you loose the spell or give the opponent the opportunity to dissolve the valuable Wand early on.
So in the end: At the moment I really like playing a Wizard without any creatures and Forge+high armor+obelisk+Suppression Cloak+Essence Drain! This combination works really nicely to slow down the opponent and give your mage time to bank actions (enchants on him and on opponent) while saving more than 30 mana! At that point the opponent is too far behind action and mana wise . Therefore, with the help of a fresh wizards tower+some fireballs/flameblasts+revealing the "banked" Magebane/Ghoul Rot and using the hidden poisoned blood+nullify to prevent healing, he can be killed within only a few rounds. In my last games most were dead within two rounds I think (they were at full life or only a few damage before).
Here you can find a Summary of my recent games and links to the full match videos including many audio comments:
http://forum.arcanewonders.com/index.php?topic=13428.0Sorry for the self-promotion - its just I really like the Blasting Banker
. Besides that, this is the kind of build that doesnt care too much about teleport wands I think (because of high armor+voltaric shield+veterans belt+suppression cloak). Still, I would dissolve them quickly!