It sounds like you think you can ignore guards when there is a wounded target in the same zone.
No, I know Bloodthirsty doesn't allow that (it would be an awesome positive trait)
I just Force Push the guard away before the first attack to maul the Wizard
This Fire Wizard put Nullify on himself but not the Hydra or Jelly
He made a big mistake by casting a Jelly first over a Hydra second
Because the Jelly has no counterstrike and I'm not distracted by it
I see his logic (he expected Pestilence, Deathlock etc) in that my Zombies would be neutered by it
But I wasn't playing Board Control, I ignored his Tower mana sink etc
Why attack the monkey when you can attack the organ grinder?
But I don't think the mistake would have changed the result, just lengthened game
Yes I had to attack the Hydra once (Agony helped minimise hurt there)
But this was after the Wizard was wounded
So Hydra being wounded didn't distract the remainder of the Brutes attacking the Wizard in that zone
Other mages will not be as constrained as Wizard who uses Slow guards
And
that's where Indy's use Minions to distract Guards (like Butterfly) is indeed sound adviceHowever other Mages would be less prone to having Nullify protection
So you would assume you can move them more often with Force Push
So with Wizard you move the guard, with other Non-Dark Mages (no Cloak) you Force Pull the Mage
All I am saying is that I never appreciated the power of Frenzy until I played it
Especially if you have a QC (and mana) left to Force Push a wounded blocker out of the way
I'm starting to think we are not giving AW enough credit here about reacting to the meta
I think both the Druid and the Necromancer have the tools to beat the dominant Wizard
We're just learning the new cards, trying to understand how they work in practice
I know I'm far behind on the curve on that
And that's why I'm more than happy to be told I'm wrong because I probably am wrong
I have to say my opponent could have played better (I have to take my few games where I find them)
But then I feel I made some new-to-these-cards mistakes that I wouldn't in future
Did we play it suboptimal? Most definitely
Did we play it wrong? I don't think so
The Brutes/Shaggoth hinder once they attack you and this is huge
Leave without Teleporting and you cannot double move to escape
There was often 2 paths to the Wizard along a diagonal with 1 blocked
Oh look what I cast - Frenzy - no matter where I am in the arena!
I don't know, jack, I may be totally wrong here
But my first impressions were "this can be fine tuned to be even more brutal"
I wish I had the opportunity to test it more like I did before finally unveiling Golem Pit
Potential 4x 7dice Fast is absolutely disgusting (once softened by Acid Ball, maybe buffed by Marked to Death on top)
Is 44 mana Brutes + 9 mana Frenzy (simplistic, I know) with Channeling 14 too fast for such pain?
Certainly not. Compare to 4+ Falcons + 4 Furies Beastmaster Swarm. It's about right for Super Aggro.
So I am not saying there's anything broken here.
All am I saying is if Necromancer has this perfectly viable Super Aggro option, why go slower?
The slower you play, the more Control takes control
And the more you summon, the more vulnerable you are to Epic Control pieces
Necromancer was obviously designed to be played Mid Range Spawnpoint
But I suspect he'll actually end up being played Super Aggro (that 10 Channelling is better than +1 Melee)
That's all I'm saying: nothing broken here, nothing all that controversial either