So i got to play Charmyna's described spellbook today.
First of all. Thanks for teaching me the few not so obvious Things about MW on OCTGN - and thanks for a good match.
I played a non-standard FM build pre CoK release and without any promos.
Its focused on Grimson deadeye turn 1 + mana crytal start zone. Round 2:Archers Tower 1 zone to the left of my starting zone and a potential pull (which happened this game) on grimson because my enemy moved out of his starting zone resulting in a 5 dice attack round 2.
From here on i have the option of walling in Grimson letting him snipe outside walls with Archers Tower, or summening the royal Archers.
Unfortunately i mis-played round 3 by summening the royal Archer and my grimson was teleported 3 zones away into the vampiress and the guardin angel.
The vampire stroke hard and left my grimson without hope (2 hp left or perhaps 3), and i was now facing a serious setback even though he payed 9 mana to port the sniper.
Hereafter Charmyna only ran those 2 creatures while spending either his QC or Quickaction from the action marker to buff himself with the following:
Leather gloves, Rhino hide, Dragon scale hauberk, Boots of standground (no push / pull) and my thought spore only got off 3 dissolves. He also managed to purge magic my bearstrength AND my forcefield.
Meanwhile my thought spore was taking Down so the invisible stalker i had summoned was rendered half useless because the time i had initiative he would save his QC to arcane zap (ethereal), so i had to stay invis in those rounds.
After necro vamp got bear strengthed my royal Archer died which didnt matter much because i faced bad rolls so his wizard hardly had to use volt shield after all the armor buffed and 0 crits rolled.
Now my stalker with quite alot damage taken was forced to stay invis all the time because i had the fewest action markers.
Charmyna also dropped a wizard Tower (which in imo never repayed itself), that i sacrifised my stalker on to finish on after i double striked it with my FM equipped with galvatar.
Now my FM is alone without forcefield, and the wizard still have clawboots equipped and 1 zone away from me.
Because of the necro vamp hindering my FM and the fact i had to get rid of boots and THEN pulling , we decided that the game was over.
My deck was build pre CoK and intercept seriously screws it over - which is fine.
However... the guardian angel seems broke beyond repair. (incredibly strong)
Seriously... it cannot die, and its either gonna prevent alot of damage or force you opponent to spend a massive amount of ressources to get rid of its guard.
Im still very unexperienced, and i realize i could have done some thing different, but only 2 Things would have mattered much:
1)
i could have focused on the vamp while it was 3 zones away = no healing from vampiric for a while.
2)
Cast walls straight away Thus sticking to original opening (i got greedy in this game because of his opening with 1 big 1 medium - with original opening i would delay royal 1 round).
The opening Charmyna has come up with is incredibly powerful because its extremely hard to do anything of the following:
1)
focus on the enemy wizard. Volt shield and the ever living angel will TREMENDIOUSLY reduce the damage on the wizard with all the armor (5 when maxed this game i played).
2)
Focus on the angel... good luck: 3 armor? (not sure of the armor), aegis 1, 12 hp?, heal 2 every guard action, and ofcourse a defense as well....
3)
Kill the vampiress. It has vampiric and soon enough a bear strength. It has 3 armor and 15 hp (you need serious hard hitters and good rolls to take this Down) AND.... angel of doom protects it when possible.