Oh, the thread where you made your forum debut, Indy!
I really like the evolution, what you've done with it
Wand of Healing is ideal for Beastmaster, obsoletes Purify (and possibly Renewing Spring, see below)
Veteran's Belt + Regrowth is indeed superior with 5 armour (well 4 if cloak is dissolved)
Kralathor is just too good against in vogue Necro match-up to pass up
Obviously some changes are meta-dependent (2 Falcon Precision, Agony, Poisoned Blood etc)
It's hard to make any suggestions without sounding picky as this build obviously works in your meta
The only choices I'm slightly puzzled with are...
Minor Heal (with Enchanter's Ring, you're better off with instant-speed Healing Charm - but you got 1 point Bull Endurance for exactly 4 healing anyway, revealed last minute of course to lure the attack). You also got Wand and Renewing Spring.
Enchantment Transfusion - this is generally used with trigger enchantments (e.g. Transfuse the Reverse Attack onto the target being attacked by 9 dice) and with persistent enchantments (buffs/curses), if you insist in re-use (usually your 1 Cheetah Speed), I'd opt for 1 point Shift Enchantment. If you were playing Transfusion + Nullify to bait a Wizard into Purge Magic on your over-buffed Grizzly, maybe.
Mana Flower over Moonglow Amulet - because you are playing Forge turn 1, Rings turn 2 & 3, I normally free action Moonglow turn 4 before kitting up the BM for battle. I also don't like another Zone Exclusive, but I guess this is just a personal preference. I value the option of a free action placement (yes, there is an opportunity cost) more. Forge then 2 rings is trying to specialise in equipment, creatures then buffs for maximum efficiency.
Renewing Spring is better for a slow Living control build (old Hydras + Gorgons builds) and, with the Wand of Healing released, is no longer necessary as there is tempo loss for those creatures healing themselves. Again the build concept was to focus on 3 card types (equipment, elite animals, friendly creature enchants) and to not give the enemy respite from the start (the tempo element of the build).
Even the Hand has aged badly somehow. I think I'd prefer the safety of a second Eagle Wings nowadays (zombies swiping ineffectually at Kralathor hovering above, out of range of a Maim Wings). Eagle Wings is awesome on Cervere of course. Plus with your removal of Galador, your threats against flyers feels weak. This is not an issue when you are playing mage assassination. But sometimes you just need that flyer, for example when out of Dispels and facing a Gorgon with Eagle Wings.
I feel you're right to remove the 2nd Battle Fury with the errata. It's just a one-off pre-action QC finisher. It's best cast on a creature with a strong effect die (like Lightning Angel's 9+ Stun) and this BM build is all about damage, not conditions. So good move there.
If you playing the same people repeatedly, I think I would pack 1 Nullify. Why? Because it's always good to threaten it as a possibility - it adds suspicion to all your hidden enchants. This is also a reason to avoid the curses - it's too telegraphed when you have so few curses (and you haven't got root outs for Nullify). Poisoned Blood is 2 damage per turn really as most healing is now passive Regenerate 2 or Vampirism. I loved Poisoned Blood (when you reveal to counter his heal spell as well) but it is a longer control/combo card and has been a victim of active Healing being debunked. I also understand why you have Agony but your Rhino Hides work similar (with ring discount) to your few creatures. Like with Healing, you've evolved it to be a bit more defensive and resilient. Not a bad thing probably in your meta.
Conversely, I understand why you removed the Decoys as you generally don't target enemy creatures and if rooting out a possible Nullify on your own, you have plenty of spare enchants (with ring discount and no action loss if not Nullify). Yep, I think I was just being too tricksy for my own good back then by hiding mana with Decoys. So good change there.
I feel sad about going down from 2 to 1 Wall of Thorns - with the 2 Force Push and your Boots giving you limited protection, it seems a shame you are not leveraging it more. And blocking Line of Sight so cheaply is great too against ranged control builds. Just the threat of an extended wall and the board control it gives as enemy avoids adjacency, it's a small price to pay. But it is a play style choice.
Most of the above are minor nit-picky points, which is a testament to the strength of the build that I have to nit-pick. This
looks really good, Indy, and it makes me feel good that this build has inspired you to improve on it and given you much enjoyment.
But mostly what astonishes me was this was your first post, Indy. Now look at you, Forum Regular!