Hello friends! So I've came up with this idea while thinking about swarm attacks and how fuzzy they can be. I also noticed a shear lack of Fellella being played. I think Beastmaster has the perfect set of abilities to be able to go from aggro to control mid game. It's just a theory so far, but here is the starting plan:
Round one [19 mana]
Face down harmonize as a quickcast [17]
Move up one, cast mana crystal behind you [12]
EOT reveal Harmonize [8]
Round two [19 mana]
Quickcast battleforge in the center [11]
Move into zone with battle forge and cast mana crystal behind you [6]
Round three [18 mana]
Battle forge out a Ring of Beasts [17]
Quickcast Darkfenne Bats [13]
Cast Another Darkfenne Bats [8]
Round four [20 mana]
Sit tight with battle forge
Quickcast darkfenne Bats [16]
And Rouse it [15]
Round 5 [27]
Battle forge out Enchanter's Ring [27]
Fullcast Valshalla, Lightning angel [6]
Quickcast nullify on Valshalla [5]
From there, you want to carefully let your opponent kill your devils while rotting him a bit. Go hard with Valshalla, and 12 mana a turn ^.^ It's a slower start, but I feel that this is a powerful start. If the opponent is soloing you, after round two prepare timber wolf as a pet w/ a bear strength, and that should help significantly.
When to cast Fellella? She is the tool box creature, and should be cast about midgame, in this scenario, one turn after you cast Valshalla would most likely be the best bet.
So, here is what the deck looks like as a whole:
Creature Suite:
1 Fellella, Pixie Familiar
1 Sosruko, Ferret Companion
1 Galador, Protector of Straywood
1 Steelclaw Grizzly (quickly becoming a staple of my builds)
1 Valshalla, Lightning Angel
3 Darkfenne Bats
1 Timber Wolf
3 Thunderrift Falcons (late game swarm that is a little hard to deal with]
2 Feral Bobcat
1 Gauntlets of Strength
1 Enchanter's Ring
1 Elemental Cloak
1 Bearskin
1 Regrowth Belt
1 Ring of Beasts
1 Staff of Beasts
Enchantment Toolbox:
1 Magebane
1 Ghoul Rot
1 Cobra Reflexes
1 Bull Endurance
1 Eagle Wings
2 Jinx
1 Harmonize
1 Regrowth
1 Block
1 Cheetah Speed
2 Bear Strength
1 Decoy
1 Falcon Precision
1 Mongoose Agility
1 Nullify
1 Rhino Hide
Obligatory hard counter package:
1 Seeking dispel
2 Dispel
2 Dissolve
One ofs that every deck could always benefit from:
1 Force Push
1 Battle Fury
1 Teleport (sdouglas has put into my head that Teleport is always good. Always :3)
1 Minor Heal (This is more for creatures than myself, but it can be used on me)
Beastmaster musts:
2 Rouse the Beast
2 Call of the Wild
And Finally, the misc.:
1 Battle Forge
1 Wall of Thorns
2 Tanglevine
2 Mana Crystal
2 Rajan's Fury
1 Arc Lightning
1 Lightning Bolt
The two attack spells are meant to help kick the mage while they are down, so that they don't get back up.
Thoughts, suggestions, comments? I've built like three terrible BM builds now, and I think this one could actually stand a chance!