It's a clever meld, AW - you should call this thread "The Philosophy of Wind"?
However, a couple of meta issues makes it less than optimal these days
(1) Wall of Thorns hurt bad by Veteran's Belt
The hardest builds will have something like...
Forge + High Armour + Veteran's Belt + Rhino Hide + Regrowth + Healing Wand (or Priestess) vs. Corrode
4 Armour + Veteran's Belt nerfs Wall of Thorns (minimal damage if any)
I appreciate you have Acid Ball against this
(2) Air Wizard has been hurt by the anti-poison meta
Because Poison Gas Cloud was such a good weapon with the Push strategy
They still create zones of hindering and are great against Living builds but unreliable
I know you don't play them probably for these reasons but all mages are Living
(3) Fire is a popular element with Plants and Resilience
Walls of Thorns can be burnt down quite easily, if Deathlock is in play...
Thanks DeckBuilder, I'm glad you enjoyed the post and appreciate your feedback!
1) As far as Veteran's Belt goes, I think I *want* my opponent to cast it. Then I can attack their armor pieces with Acid Ball and Dissolve, and the result is that the Veteran's Belt is "dead" without ever having to spend mana or an action against it directly. Though, I think against a Priestess this would be bad news for me, and maybe with an increase in Purify running around I'm on the wrong side of the armor game. Hmm... Food for thought.
2) I don't like Poison Cloud very much anyway. It doesn't do enough damage for its cost unless you're trying to kill multiple targets. However, I care mainly about just the other mage. The 2nd big plus of a Force Push/Wall strategy is it is very easy to separate a mage from his supporting pieces.
3) The pro-Fire meta is definitely a downer for Wall of Thorns. Even without Deathlock, Flameblast is pretty likely to destroy a wall heads up. My only solace is that the two spells cost the same mana, so I'm hoping I get some use out of my wall before it goes up in flames. I do sort of hope though that some opponents might get obsessed with dealing with the walls, and then I can just change up to normal damage spells/creatures.
I played a few more games, and my biggest concern is now:
4) Lack of action parity with Battleforge. A player on defense with a forge can play 3 defensive spells a turn, and unless one of them can be answered by Acid Ball (and therefore Tower), I need to summon Huginn to keep up on actions to erode those defenses. Huginn does pay for himself in actions, but if the opponent has an efficient way to kill him, its a huge tempo and (possibly) resource loss. I guess if I am being beaten on actions, I probably need to summon creatures?