I've finally got a spare moment to answer responses...
Nice book, I really like how focused it is. Never even considered 4 Rajan's Fury in a build before...I have got to get myself a spell tome or two.
Spell Tomes are very expensive for what you get here in the UK. My local meta finally broke from its "equal pool" restraint (which kept me limited to just 1 Core) so I got another Core and we lend cards to each other. OCTGN (I've yet to take the interface plunge) obviously gets round component limitations. It's really liberating conceptualising books when you are no longer limited by cards you've got.
Any reason you're not bringing a Mage Wand? Binding Shift Enchantment to it could be really useful.
Too slow. Shift Enchantment too niche! A Mage Wand reads "Teleport" in my eyes due to its spell points cost.
What's your plan against big flyers, like Adramelech or an Angel? Just win first? I don't see much in your book to deal with them except the 4 falcons and the attack spells. If the Lord of Fire is in your face on turn 3 you'll only have 2 falcons out. And I doubt you can Teleport him away forever...
Ok, this is a good point. You have used my own Resources Strategy & Tactics article against me!
Casting Lord of Fire if surrounded by 6 Foxes with 18 life left and no armour is poor as opponent has tempo. Casting Lord of Fire in turn 4 after Beastmaster has cast 6 Foxes is good as it culls his tempo action advantage.
So what defences does this build have against Big Flyers?
Well, the Beastmaster will never willing stay still so Lord of Fire's Sweeping will never trigger unless hovering over enemy mage. When you have Force Push to change things. Racing the Beastmaster is an option but I have picked Dragonscale, Cloak and Renewing Rain specifically to mitigate this. The advantage of only weenies is your mage can always double move last action (assuming only Big Flyer engaging) then Final QC a Falcon. Even if immobilised with the demon lord above, your mage can off initiative Final QC Fox to first turn move unhindered away.
As for Samandriel, a Bobcat guard is a 4-cost Block that survives to Block again on a roll of 8+.
However, you make a very good point, Lettuce, that I need answers. Refusing to spend 4+ spellpoints on Sleep (creature light Warlock plays Pestilence), Enfeeble, Force Hold or similar control solutions against a big threat investment, I decided to add Cheetah Speed (perfect against Big Flyers) and Mongoose Agility (perfect against Grizzly etc) to the book. It seems so obvious as the book leverages Quick Summoning which means Beastmaster is moving every round (none of this static meditation nonsense). So why not just move 2 unhindered and cast (a shame not an animal for Charge synergy). These 2 buffs are synergetic with each other and the build concept.
If I was only worried about Lord of Fire, I would consider 2 Firebrand Imps (they make very good guards against him) as they fit with the weenie theme, but I prefer a solution that is more versatile against a variety of threats.
Props to you, Lettuce, for making me evolve the build. Thanks for highlighting this vulnerability.
I think you should consider trading one or two of the Rajan's Fury for Tooth and Nail in case the other mage starts stacking armor like crazy. Though maybe you are counting on your Dispels + Dissolves to take care of that.
This is Mage Assassination style (4 Force Pull, 2 Teleport, 4 Tanglevine for guards). Dispel, Dissolve and Acid Ball are there to target the enemy mage. Kich details the pros and cons of Swarm admirably above. Reducing Armour is key. Wall of Thorns is a Swarm wall. Hence why both Lifetree and Corrode are needed to bring weenie swarm to competitive (as detailed in the similarly named Strategy thread).
I can't ever justify more than 6 zone exclusives (unless playing Wizard or Control with toolbox of Epics). Charge +1 is better than Piercing +1 assuming you can trigger it (Falcons and Force Push help). Tooth & Nail is useless against plants and zombies (and skeletons have low armour). I chose to focus on Charge and enabling bonus.
And perhaps the most important question of all: Gate to Hell, "The Terror of the Meta", stomps this build flat! Whatever is your strategy against such might???
Now that I have the card in front of me, Gate to Hell does not harm Falcons or Conjurations (6 Falcons and 4 Fury's is death). It's a 6 spell points, 2 full actions and 24 mana investment for meagre benefit (what were they thinking?). It does however serve a very useful purpose. Laminated, it makes a conversation piece coaster.
If you're running Falcons and Foxes maybe you don't need the pit portion of the book, just the Teleports, and maybe Forcewave for backup? Bobcats actually want your opponent to try to flee, so that's fine, too. To my way of thinking, the pit part was only required because Iron Golems are so slow, but if you run from Falcons you'll just die tired.
Yes, I did consider Force Wave, especially as it works nice with Wall of Thorns and level 1s (and is great against Lumbering). But I have been playing Forcemaster recently and I am really appreciating the Isolating Avenger aspect of her Force Pull. You want to trigger Charge +X once engaged while moving the enemy mage away from guards and Force Wave doesn't help here, Force Push does. Force Wave is also quite hard to trigger on a friendly horde with its 1-1 push away only effect (my Force Wave Wand + 4 Oozes idea has problems when in contact with any arena wall).
However, I can see the value of Force Wave when enemy mage is Tangled! So maybe a single copy won't hurt, a very Mountain Comes to Muhammed reversal that appeals to me.
Every book can benefit with 4 Teleports, a testament that it is broken (here, I'd jettison Fortified Positions, changing Shift Enchantments into Force Wave). However, I really want to play something different to the same old broken strategy. I really liked Aylin's Shift Zone idea so I want to try it out. It may be weaker than 4 Teleports but it has more finesse than the artless brutality of Teleport your mage to my horde.
I so much agree with you about Teleport. It should only allow to teleport friendly creature.
I only advocate Teleport (the spell only, not the trap) not being able to target an enemy Mage. Wizards need Teleport to bring opponent's threats to a Hydra etc. To be "friendly creatures only" would be too big a nerf for Teleport but they need to remove the threat of Teleport short-cutting all your mage defences. What is the point in playing a Fortress Strategy if Teleport simply extracts you out of your defences?
Teleporting enemy mages is the single destroyer of creative Mage Wars builds, a spell points tax that is harming the game.