how did you handle flying sweepers like lof and east wind. or a light immune flying creature like the angle.
In most games I played against a Lord of Fire,he did one attack before dying after a combo of knockdown/force hold + buffed up gremlin. 14 Life is nothing against such a gremlin+ToL
. Even if the LoF is buffed with defensive enchantments he often goes from full life to extinction in one round.
The light immune Angel is the toughest creature for this build, since a lot of the sustained damage comes from the ToL. One way to come around the angel is to damage the opposing mage while lowering the damage output from the angel (force hold, curse of agony etc). It is far easier and mana efficient to crowd control the angel compared to controling the gremlin. If the angel is buffed up with some enchantments it can be worth to banish him - the 3 rounds until he comes back often are enough to kill the opponent given the high burst damage of this build.
If the opponent lets me build up 5-6 HoBS, a combination of force hold/knockdown + buffed up gremlin often kills the angel in one round (in the case of 6 HoBS that would be 2*8 dices after consideration of aegis 1 against 14 life and the 1 armor from the angel is ignored because of the gremlins piercing).
Think of this build more as a strategy than an actual build: The strategy is to create damage sources which can't be countered mana efficiently. Big creatures like the one you mentioned can be countered efficiently because their base costs are so high, whereas for the gremlins and the ToL it is very mana inefficient to counter them given their low costs compared to their survivability.
So at the end of the day, this build either has a mana advantage or a damage advantage.
I would classify this as a rush swarm/control. 3 lvl 2 creatures by turn 4 is very swarm like and the daze/stun is your control
as for how would react if I personally saw that build heading towards me I would hope I had one of the following
damage barrier + circle attack (fire or lightning)
suppression orb (your move actions act like teleports but are still move actions and will cost you 1 mana each)
general anti swarm tech (obelisk, cloak etc)
out of those the biggest weakness I see is the suppression orb because you are a pest the other mage can run 2 zones away and make you constantly waste 2 mana per gremlin. since by turn 4 your opponent will have 50mana on the field I think they could have
suppression orb (
cheetah speed (5)
defensive creature to protect orb (up to 29 mana)
leaving 8 mana for a defensive mage item.
I'm not saying it will beat your deck but I think it will hamper it. I believe your build works very well against the current meta which I find is very offensive based, while I personally always don't like that and go defensive in all my builds. the biggest problem is there could be a build designed to best yours but I would not run it at a comp because it will get squashed by traditional aggro meta
Damage barriers can be a problem for the gremlins. But in many cases they have enough life to survive, which allows efficiently healing them in the following round with the HoBS (reducing my damage output). Even if the gremlin dies, as long as he delivered the combo-damage its worth the mana. Circle of Lightning is dangerous because it lowers the damage from the battle fury, so I would dispel that. A wizard that has a few circles might be a problem, but I guess that is a rather uncommon build. Anyway, if I cant dispel the circle, I would attack his other creatures to make best use of the high burst damage, which often gives an advantage in the long run. If he is a solo mage, he will have a hard time since he will be constantly dazed.
You mentioned Suppression Orb. Well, a hidden strength of this build is, that although you can rush quite well with it, you dont have to! If the opponent turtles with an Orb or Obelisk, i just build the 5th and 6th HoBS in round 5. In Round 6 I cast nullify on the opponent and remove his divine protection or whatever defensive stuff he has. In the next Round in which the opponent has initiative, I position my Mage in a range of 2 from the opposing mage and cast battle fury on a gremlin. Assuming he does not have more creatures than me (otherwise casting Suppression Orb/Obelisk would be a strange move), his mage has to use his action marker before my last gremlin. So, before the buffed up gremlins turn, I use the quick cast to teleport the opposing mage into my zone and attack him for 25 dices of damage (7 from ToL and 2*9 from gremlin). In the next round I have initiative for another 25 dices of damage. The only thing he can do against that is using his quick cast, but since I casted nullify on him, he cant use teleport or reverse attack etc.
Im not saying this works always as described, but the potential of a huge burst coming from ToL+buffed up Gremlin puts the opponent under great pressure and makes it very hard to decide what to do next. And since the damage from the gremlin is so high, the mana costs from Orb are negligible. The obelisk doesnt work against this build as well since usually 2 gremlins are enough. This is why the common counter strategies against swarm decks dont work against this build.
These builds work well until Thunderbolt (Core)/ Grimson Deadeye, Sniper (FvM)/ Hurl Meteorite (Promo) with 3 zone ranged attacks are brought out and just the other mage sits back and blows these all up. Yes a bit of a mana sink but just hanging back and taking these out turn after turn and developing your own offensive capabilities.
Those spells are very mana inefficient. Maybe you shot down the first and maybe even the second ToL, but then the mana disadvantage and the damage from the gremlins+HoBS is a real problem. The Grimson Deadeye Sniper is a mana efficient solution, but its difficult to protect him. You can cast a nullify on him, but still its possible to use quickcast+full action to teleport him out of his safety zone and kill him in one round with ToL+gremlin. There might be a combination of Sniper+walls+archer tower for indirect trait that works, but i havent met them and putting up all those isnt really mana efficient. Btw, if you spend so much mana on protecting the sniper, I could use a thoughtspore with fireball or teleport to target your sniper even behind the wall and still have the mana advantage on my side. Or I use the buffed up gremlin to destroy the wall in one round followed up by a teleport of the sniper.
BTW I often play this build with a Forcemaster, which allows me to pull the deadeye even through nullify for only 1 mana.
Edit: Just had a funny idea. I could destroy the wall that protects the sniper with a buffed gremlin and replace it with a wall of pikes (costs 4 mana and does not block Line of Sight). The wall of pikes will prevent you from putting up another wall to block LoS to your sniper. In the next round its easy to teleport your sniper out of the zone or to push him through the wall of pikes.
I would counter with sniper and dwarf guards.
I never played against Dwarf Panzergarde, so the intercept might work nicely with the sniper. But that still doesnt protect the sniper against being teleported or pulled (especially if playing against the forcemaster).