I guess your worst enemy would be a curse Warlock: [mwcard=MW1E14]Enfeeble[/mwcard], [mwcard=MW1E04] Chains of Agony[/mwcard], [mwcard=MW1E19]Ghoul Rot[/mwcard], and, [mwcard=MWSTX2FFE03]Arcane Corruption[/mwcard] can hurt Cerver a lot.
That's correct, and I don't have the actions to deal with every curse one at a time,
that's why the book's most expensive spell is a [mwcard=MW1I21] Purge Magic[/mwcard]
It's 6 SBP's but they are worth it imo as you can really swing the game with this one by gaining a lot of action advantage.
And it's not only usable vs a curse warlock but can also be used against an opposing pumped up creature.
To avoid having to destroy your own enchantments in the process you can use 1 of the two [mwcard=MWSTX1CKE04] Enchantment Transfusion[/mwcard]
I'm assuming you equiped yourself with a couple (or more) of [mwcard=MW1E29]Nullify[/mwcard], [mwcard=MW1I06]Dispel[/mwcard], [mwcard=MW1I24]Seeking Dispel[/mwcard] or a [mwcard=MWSTX1CKQ05]Dispel Wand[/mwcard] at the very least even if it works against level 1 enchantments only.
The book has 3 Dispel and 2 Seeking Dispel. ( on top of the Purge Magic )
I don't run Nullify because I don't want to play too many defensive cards.
Besides, Nullify might just catch a spell you wouldn't even bother about otherwise.
I'd rather see what happens first, then react accordingly ... if reaction is necessary at all.
Dispel Wand is action intensive and also costly SBP wise and I already have Purge Magic.
It also doesn't help against face down enchantments ( Brace Yourself, Enchantment Transfusion ) and it can't do anything to the more serious enchantments ( lvl 2+ like Enfeeble, Ghoul Rot, Adramelech's Touch etc ), so that's a no go for me in this book.
And what would be the best counters against [mwcard=MWSTX2FFJ01]Harshforge Monolith[/mwcard] and [mwcard=MW1J21]Suppression Orb[/mwcard] ?
However, even those threats are reduced if Cervere has some support from fellow creatures and Mage.
Harshforge Monolith would no doubt cost me some upkeep, but that should be for no longer than 1 round.
Suppose the opposing mage plays HM during his final QC ( and then plans to follow up with a wall to shield off the HM or a Tanglevine on Cervere during his first QC of the following round for a worst case scenario
) that would be my queue to select my Teleport and [mwcard=MW1I19] Piercing Strike[/mwcard] next. That would mean 8 dice vs 7 life, so a more than 50% chance to finish it in 1 attack. If it still would not be enough, the Pet Falcon should be enough to deliver the missing 1 or 2 damage.
Suppression Orb would really not be all that painful imo.
Opponent spends 8 mana on it and with Cervere spending 2 mana on it just to get there it might already be finished. Even if another creature might also have to spend 2 mana to get a strike at it it's still a 4 vs 8 mana advantage.
Also, what I like in your strategy is that all the spells you mentioned, except Cervere itself, are level 1 spells, so you can have a lot of them in case they get dispelled.
That's my thinking as well. If my opponent wants to dispel a Bear Strength or Lion Savagery, that's OK.
It's his 5 mana vs my 4 mana ( Enchantment Ring ) and I just cast the spell anew.
There's 3 of both spells in the book ... and an [mwcard=MWSTX1CKJ01] Enchanter's Wardstone[/mwcard] for certain match ups who like to dispel a lot.
The fact that the nature enchantments come so cheap SBP wise means you have significant room for "counter" spells.
There are 30 spells in the book costing only 1 SBP each. That means 30 cards already and still 90 SBP's leftover