Link to thread about Alternate variant: Emblems!
http://forum.arcanewonders.com/index.php?topic=13141.0DruidConjurations1 Vine Tree
6 Bloodspine Wall
4 Corrosive Orchid
6 Tanglevine
4 Stranglevine
6 Seedling Pod
6 Wall of Thorns
1 Samara Tree
Creatures4 Thornlasher
1 Togorah, Forest Sentinel
1 Kralathor the Devourer
2 Fellella, Pixie Familiar
Enchantments1 Barkskin
2 Nullify
3 Regrowth
3 Bear Strength
3 Rhino Hide
3 Mongoose Agility
3 Cheetah Speed
2 Falcon Precision
1 Armor Ward
1 Spiked Pit
Equipment1 Vinewhip Staff
1 Druid's Leafring
Incantations2 Seeking Dispel
2 Dispel
2 Renewing Rain
Forcemasters
(Spellbook x2)Conjurations1 Battle Forge
1 Temple of the Dawnbreaker
1 Hand of Bim-Shalla
Creatures2 Thoughtspore
Enchantments2 Force Hold
2 Force Field
2 Mind Control
3 Block
2 Nullify
2 Teleport Trap
2 Mongoose Agility
2 Cheetah Speed
Equipment1 Dancing Scimitar
1 Galvitar, Force Blade
3 Dragonscale Hauberk
1 Force Ring
1 Psi-Orb
2 Elemental Cloak
1 Mage Wand
1 Meditation Amulet
1 Mohktari's Branch
Incantations3 Force Push
2 Force Bash
2 Force Wave
1 Knockdown
1 Mass Sleep
2 Sleep
2 Teleport
2 Dispel
2 Seeking Dispel
2 Dissolve
The Druid is the Emblem Holder, and the Forcemasters are the Bluffems, although since there's two of the same it's easy to figure out early in the game. Because of this, the Forcemasters need to go on the aggressive as soon as possible. They both need to quickcast a cheetah speed on themselves first thing. Then one of them casts thoughtspore with teleport, while the other casts a BattleForge near the Druid. The Druid needs to cast Fellella, then in the next round Treebond with Vine Tree. After that, their are two different ways to win.
1. Thornlasher/Spiked-Pit and Togorah Kill Zone
Pretty self explanatory. The Druid sets up her kill zone and then one or both of the Forcemasters maneuver the enemy Emblem holder into the zone. The Forcemasters and some of the Druid's plants then need to hold off the enemy Bluffem holders and the creatures they control.
2. Thornlasher Position-Control
The Druid uses her vine markers to hinder enemies and cast Thornlashers in key zones with Bloodspine Walls next to them. Teleport-Thoughtspore allows the Forcemasters to get over the Walls safely. The Forcemasters are best when they're standing in the same zone as a Thornlasher. Thornlasher attacks and snatches an enemy through the Bloodspine Wall, then a Forcemaster in that zone attacks (hopefully with Galvitar and Scimitar.
I haven't had the chance to playtest the Emblems format yet, but I'm fairly sure it needs to have unified deck construction rules, since otherwise an all wizard team might be able to spam their 18 dispels throughout the game without using any Mage Wands. So I kept that in mind when constructing these spellbooks.
You might also notice that this lineup includes two copies of the same Forcemaster spellbook. The two Forcemasters serve two roles in the team strategy: Aggression and Position Control. When one Forcemaster is attacking, the other can be supporting them with an enchantment and/or warding off threats with their position control tactics. I made them the same so that they can fluidly exchange these roles depending on the situation and their board position. and also because having two forcemasters means the team can have even greater position control then they would have with a Forcemaster and some mage.
What do you think?