Why Johktari (as opposed to Straywood)? The Straywood Beastmaster can quickcast the bats, whereas the Johktari needs a full action, so what does the Johktari bring to the table? You have no ranged weapons (so the ranged +1 trait is useless) nor a spawnpoint (so Fast is offset by the need to stay in place when summoning). Is wounded Prey really better than Melee +1, Pet, and quick summoning?
Also, if you are trying to kill with poison, it seems to me that armor is kind of irrelevant.
What is your plan to deal with a necromancer?
I assume you mean Hurl ROCK is used to turn off defenses; Hurl Boulder would be a waste.
I'll start here with you in my list of replies ACG. I like the Johktari because she as in innate
Fast so I don't have to waste a card for Cheetah Speed, which means I only need Mongoose Agility in order to dash out of an unfriendly situation. Also, how I play the first opening turns and when I summon Bats are all dependent upon whether or not I have Initiative or not, and what my opponent is doing. If they are sitting back, then I'll throw out a Bat. If they are coming towards me quickly, I have my Fast trait to run away and stop them with my attack spells like Arc Lightning for a round of stun. With respect to SBM, I will agree that quick summoning is nice, but I find it to be very one-dimensional and easy to see how he's going to play. Hurl Boulder turns off the defenses of a FM because it places the Slam Condition on her, which Incapacitates so she can't use her innate Defense and any other Defenses, the exception being of course Force Field because it activates as soon as I declare my attack on her. Hurl Rock is good for turns when she's close and I want to try and delay a melee attack with Galvitar.
Against a Necromancer I would either switch to Rushing him before he has the chance to summon his horde, or I will go for WoT+Force Push cheese to force him to equip armor before I kill with four passes through the Wall.
One card too have in mind is [mwcard=MW1I20]Purify[/mwcard] and you have no way too remove equipment.
This is true for both Purify and equipment, but this book is set so that once the Bats are out, the Purifies can do so much. Sure, one Purify is going to be annoying to deal with once the Rots have stacked to say 7+, but by the time even 4 Rots get placed a Purify is more likely. But, there is also Nullify to deal with Purifies as well. As for equipment, with this version of the build I'm not really concerned because regardless or not, the effect die will roll. The Forcemaster I was testing this book out had [mwcard=MW1E12] Divine Protection[/mwcard] in play, so my Bats were only rolling 1 die worth of damage. Most of the time they didn't even DO damage, but still placed a Rot condition on her. Though, to be fair I will most likely place in at least one Dissolve, or hell even an Explode to deal with Mage Wands and/or Wands of Healing.
I think you have an interesting idea here. I am curious to see how you change the book as time goes on.
I am wondering how you manage your actions. Holding off your opponent while getting the bats out seems really tough.
You have no way of generating buff actions or mana as your opening. Generally that means you want to rush a lot. How do you "get safe" after rushing to allow yourself time to cast all those cute critters?
Why no teleport? Do you rely soley on Force Push? I am wondering because poison cloud and teleport go together decently.
Against the Necromancer I would consider putting in more acid balls. The WOT and no armor should be enough for you to defeat him after your rush. What are your thoughts on that?
How I manage my actions, that is tricky. With this kind of dual book, with both Spell Rushing and Summoning, I have to think on the fly at least two to three turns in advance as to what my opponent
might do and plan around that. This is especially true in the first turn. I can generally get away with assuming some things with considerations to what mage I'm fighting since most players fall into the same kinds of trends. If I think the opponent will play passively for a round or two, I'll let the bats out in my own zone so they have time to get ready and then start moving.
Now, I favor Force Pushes over Teleport because I'm an old school MW player and I
LOVE Wall of Thorns + Force Push cheese. If I am able to position correctly, I will win in two/three turns even through armor since I will be rolling 20 dice will a top damage combined damage of 40 if I perfect roll crits. My ideal situation would be that on one side of the WoT would be the PGC and Mangled Caltrops. so as soon as they enter the zone with MC they are hit again and the PGC stops them from running too far away from me to chase.
Next to your point about no means of generating extra mana or actions. That does not necessarily mean I will want to rush. It just means I have to be very aware of my mana each turn, and what I
want to do in the succeeding turn. If I am going to rush, I won't summon the creatures and keep them benched for late game when I can assume heals from my opponent have been used.
Also, I have come to the thought that my health is another resource I can expend in order to accomplish killing the other Mage. Sure, I may have to take one or two turns of damage, but I have Blocks/Brace Yourself/Healing Charms/Minor Heals for that.