With the current cards spoiled, here is what my futur Warlord spellbook will look like.
Attacks (6):
Hail of Stone (2)
Hurl Boulder x2 (4)
Conjurations (19):
Akiro's Hammer (3)
Altar of Carnage (2)
Altar of Domination (2) + Talos
Armory (3)
Barrack (3)
Construction Yard (2)
Garrison Post x2 (2)
Harshforge Monolith (2)
Wall of Earth x3 (3)
Creatures (43):
Goblin Alchemist (2)
Gurmash (3)
Mort (
Skeletal Archer x2 (12)
Skeletal Knight (6)
Skeletal Minion x2 (4)
Skeletal Sentry x2 (
Enchantments (6):
Standard Bearer (2)
Fortified Position x2 (4)
Equipments (14):
Forge Hammer (2)
Gloves of Strenght (1)
Harshforge Plate (2)
Helm of Command (2)
Leather Boots (1)
Mage Staff (3)
Ring of Command (1)
Incantations (30):
Battle Fury x2 (2)
Charge (1)
Conquer x2 (
Defend x2 (2)
Dissolve x2 (4)
Evade x2 (2)
Force Push x2 (4)
Perfect Strike x2 (2)
Piercing Strike (1)
Power Strike (1)
Reassemble (2)
Shift Enchantment x2 (2)
Sniper Shot (1)
You probably already all know that I am a big fan of the Skeleton Soldiers Warlord. I love that they are immune to poison and psychic. That they have very high HP and with Warlord easy access to zone armor buff them and Mort's reconstruct, it makes them quite sturdy. Also, since they are soldier, they benefit from Warlord's Battle Order and soon the Armory.
Currently, since there is no level 2 Skeleton Soldier (I really hope they change Skeletal Sentry to get the soldier subtype, something that this creature need and deserve), but if they ever change that, I would remove a Goblin Alchemist and a Skeletal Knight to make room for two of these.
Since Warlord has a though time against Druid, Akiro's Hammer made its way in this build and the Goblin Alchemist fire attack is useful too.
The Harshforge stuff will help against Warlock curses.
There is no Dispel in that book. It might change if I find out Harshforge Monolith not enough to deal with enhantments, but right now, in my experience, it is very costly in spellbook points and in mana to try to dispel an enchantment as a Warlord.