RUN!
Earth Wizard
Conjurations
1 Archer's Watchtower
2 Wall of Steel
2 Wall of Stone
2 Wall of Pikes
2 Mangler Caltrops
1 Wall of Thorns
1 Gravikor
2 Mana Crystal
2 Tanglevine
Creature
2 Goblin Builder
1 Grimson Deadeye Sniper
1 Giant Wolf Spider
3 Gargoyle Sentry
4 Blue Gremlin
Enchantment
2 Cheetah Speed
1 Mongoose Agility
3 Teleport Trap
3 Hellfire Trap
3 Spiked Pit
4 Nullify
4 Decoy
Equipment
2 Eagleclaw Boots
1 Elemental Cloak
1 Dragonscale Hauberk
1 Regrowth Belt
Incantation
3 Force Push
2 Seeking Dispel
2 Dispel
2 Dissolve
I originally meant this to be primarily a chase build, where I want both my mage and my opponent's to be moving, but I realized that I could also win by using my booby traps to restrict their movement, even trapping them, rather than just damaging them or slowing them down. Naturally there are some relatively significant edits I want to make. First off, I probably want to reduce the Gremlin count to 3 or use a different creature, like Stonegaze Basilisk, Darkfenne Hydra, Iron Golem, or Earth Elemental. I'm also thinking of getting rid of one of my mana crystals, since I'm not so sure I actually need 2 of them. I'm also wondering if I should reduce the goblin builder count to 1. I also am strongly considering adding zone attacks.
My opponent had cast a ballista early on, preventing me from running around the board right from the getgo, before he turtled and placed several traps. I was in a horrible position right from the beginning of the game, and I literally had to use table talk to trick him into taking my bait with the help of a couple force pushes and a teleport trap to get him out of his comfort zones and into my corner, a process that was long and difficult and would probably have been a lot easier with a teleport, and would not have been possible if he hadn't destroyed one of my walls that was in the way.
It helped that he had also placed a barracks; his plan to swarm and my great board disadvantage gave me the pretext I needed to pretend I was merely retreating when what I was really trying to do was lure him into the corner without his soldiers. Once I got him in my corner, he cast Sandstorm, which could have pushed him away from me and cause me to lose right there, but instead slammed him to the south wall of the arena. Then I Tanglevined him, and walled him off on the left with a Wall of Thorns (didn't have enough mana for a more powerful wall at that point, since I had yet to manage to cast a second Crystal). I waited for him to destroy the wall of thorns then replaced it with a wall of steel, put a wall of pikes on the northern zone border and attacked him with arcane zap.
My opponent surrendered soon after, and said that there was no way for him to win. I didn't think it was over yet, since next round he could have melee attacked the tanglevine with his mage and range attack with his Sniper, for a total of 6 dice, and the chance to reroll with akiro's favor if he got a bad roll for his mage's attack. If he had done that, then he could have gotten out of there, since the wall of pikes was pointing outward to prevent the soldier swarm from getting in, rather than inward to prevent my opponent from getting out. I would have been cornered between his swarm and his ballista. All it would have taken was destroying the Tanglevine and a single misroll of Giant Wolf Spider's effect, and he would have won.
Of course, the fact that I won might have something to do with how I was using an Earth Wizard and he was using a warlord and the Druid vs Necromancer expansion's "corrode" cards have not been released yet. I used Voltaric Shield quite a bit in that game.
What do you think?