OPTIONS: WOULD YOU RATHER
OPTION A: Wizard Tower Jet Stream 4 + Huginn Force Push 6 = 10 mana per push/pull
OPTION B: 2 Thoughtspores w 2 Force Push 6x2 = 12 mana per push/pull
OPTION C: 2 Thoughtspores w 2 Jet Streams 4x2 = 8 mana per push pull
OPTION D: 1 Thoughtspore w Force Push 6 + 1 Thoughtspore w Jet Stream 4 = 10 mana per push/pullI'm still pretty new to the game so up until now I've never really made much use of walls. They intrigue me and I want to but hadn't really fit them in yet. All the talk in the other threads about using Wall of Thorns and pushing mobs through it for damage though kind of has me wanting to try out that tactic.
In those posts they mention the Wizard pretty exclusively, Wizard Tower conjuration + Huginn Familiar doing the bulk of the pushing grunt work mainly with Jet Stream.
However here is my question...what about Forcemaster set up doing the pushing?
Is the Wizard better set up to push mobs through walls or could the Forcemaster be a viable alternative option?
I haven't played EITHER deck so here are my considerations and comparisons I'm mulling over:
Spells:
* Jet Stream vs Force Push** PUSH - Jet Stream has a 'chance' to push 4+ roll, Force Push is guaranteed
** Direction - Jet Stream has to be in an opposit direction, Force Push you can choose * this is important in a later question about set up and use
** Damage - Jet Stream does 2 additional dice of damage more than Force Push
** Mana - ?? Am I reading correctly if I'm pushing someone through a wall with passage attacks -
Jet Stream would cost 4 mana and
Force Push would cost 6?
Since Jet Stream doesn't say it costs extra to push through a wall does that mean it is Free (or no extra) to do so?
Familiars/Conjurations:
Thoughtspore 0 armor 7 life No defense - Flying *spellbind* lvl 1-2 Attack OR Incantation spells
Huginn 0 armor 5 life inf defense 6+ - Flying no spellbind lvl 1-2 Incantation spells only
Wizard Tower 3 armor 7 life No defense - non Flying * spellbind * Attack spells only
Thoughtspore could cast Jet Stream OR Force Push (and flies - so the line of sight of the wall wouldn't be an issue it could see over the wall so Thoughtspore could push OR PULL something towards it if on other side of wall)
Huginn could cast Force push but can't cast Jet Stream (same flying benefits as noted above, except that Jet Stream can't pull anything through a wall just push it through)
Wizard Tower could cast Jet Stream but not Force Push (doesn't fly, so would have line of sight issues, can't 'pull' anything through a wall - also doesn't move, doesn't fly so kind of situational and things have to line up, where as Thoughtspore and Huginn both fly so could move around (if needed to adjust and no LOS issues).
SPELLBINDING - Thoughtspore and Wizard Tower both have Spellbinding so can keep casting the same spell over and over (thus saving having to use up a bunch of copies of the same spell) Wizard tower can change spell, thoughtspore once bound can't switch spells. Huginn - non spell bind so spell gets used up each cast and must be replaced.
So now that the considerations are in place, the tactical question of 'which is better'?
Would it be better to have 2 Thoughtspores push/pulling mobs through a wall, force push or jet streaming
OR
Would it be better to have 1 Wizard Tower Jet Streaming and Huginn Force Pushing
I am kind of liking the Thoughtspore pushing idea because 2 Thoughtspores with at least 1 having force push I think would be good because they wouldn't even need to be in or around the mob they are pushing through the wall, they could be 2 spaces away and do it and their location wouldn't matter (thus making them somewhat safer, not 100% but a bit better off)
But the Wizard Tower and Huginn are probably more difficult to kill than a thoughtspore.
Mana wise to set up is negligable 2 thoughtspores cost you 16 mana * Wizard Tower + Huginn costs you 18
mana
With 2 Force Pushes and 2 Thoughtspores you are much more likely to be able to make a wall push attack work, you lose out on 2 extra dice of damage from Jet Stream
2 Thoughtspores 'seem' like they would be more vesatile since they can move and the Wizard Tower can't, and they can fly so don't have LOS issues like Wizard tower
-- Other considerations:
If I used the wizard I would probably toss in a Whirling Spirit (or 2) which have a 50% chance to push for Free and do 4 dice. Having 1 Whirling Spirit on each side of a Wall of Thorns seems like a possible route also and would save me some mana. Since the push on Whirling Spirit doesn't mention extra mana to push through a wall I assume it is mana free to do so?
Poison Gas Cloud might be good with the Wizard too, a Cloud on each side of the wall to do extra damage and 'hinder' them from running 2 spaces away - out of range of my push/streams
Stonegaze Basilisk might be good with the Wizard too, ranged attacking from 2 spaces away and crippling opponents on either side of wall might come in handy since they would be restrained.
If I used the forcemaster instead I "might" toss in a Force Bash in the mix. Would cost 11 mana so more costly but 'incapacitating' 2 creatures while pushing 1 of them through a wall seems kind of fun. The more incapacitated stuff the better IMO, less likely to be able to fight back to mess up my pong match.
I'm a HUGE fan of Gorgon Archer + Stonegaze Basilisk combo (that has won me several games) so kind of leaning towards the wizard for that additional option
But I can see some fun options with the Forcemaster and think flying spellbind mage wands are always fun (plus you can have multiple out). I usually use Thoughtspores to just fly around and put everything to sleep as soon as it is summoned so the opponent can't do much while I kill the mage, but having a more active roll for little spore buddies seems like a fun way to go too.
- as usual I rambled a bit here, sorry. That is why I moved the main question to the top (it was actually 3/4 of the way down if it seems out of context it is a little).