Meditation Lair is a Spellbook for my Straywood Beastmaster.
The idea behind the book is to use the [mwcard=DNQ10] Meditation Amulet[/mwcard] and the [mwcard=MW1J10] Lair[/mwcard] to quickly summon a "critical mass" of [mwcard=MW1C38] Timber Wolf[/mwcard] empowered by [mwcard=MW1C29] Redclaw, Alpha Male[/mwcard] and then rush the enemy Mage.
Contrary to a common swarm strategy which uses cheap creatures like [mwcard=MW1C04] Bitterwood Fox[/mwcard] and [mwcard=MW1C37] Thunderift Falcon[/mwcard] this book tries to summon more or less the same amount of creatures but of the more durable kind.
The Beastmaster's 9 Channeling + 2 mana from the Lair + 3 mana from the Amulet gives him 14 mana per round which allows him to deploy a Timber Wolf (9) and Quickcast a Bitterwood Fox (5)
every turn while meditating for 3 mana per round.
The idea is to build up your forces for about 4 turns, then go on offense, including your Beastmaster.
If the opposing Mage closed in on you in the meantime, all the better, since this means you don't have to cover a lot of ground anymore with your dogs.
The book has a secondary strategy in that it runs very few Enchantments of its own and that is because it intends to lay down a [mwcard=MWSTX2FFJ01] Harshforge Monolith[/mwcard] near the battlezone to take away as much mana as possible from the opposing mage while he is under pressure from the dogs.
These two elements combined should be enough to down the opposing Mage.
Of course there is no guarantee as to how much Enchantments ( if any ) the opposing Mage will play, but looking around at all the various Mage books on the net tells you that most ( if not all ) use plenty of Enchantments.
Thus, building an enchantment-poor spellbook with the intention of slapping down a Harshforge Monolith at the most (in)opportune time makes sense to me, especially in a swarm book which rather casts a new Animal instead of empowering one with an Enchantment.
So in short, the book wants to Rushbuild, attack and manasuffocate the opposition.
This is where the build currently stands.
Please, feel free to comment and make suggestions.
[spellbook]
[spellbookheader]
[spellbookname]Meditation Lair[/spellbookname]
[mage]Beastmaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j10]1 x Lair[/mwcard]
[mwcard=mw1j22]3 x Tanglevine[/mwcard]
[mwcard=mw1j03]1 x Tooth & Nail[/mwcard]
[mwcard=MWSTX2FFJ01]1 x Harshforge Monolith[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=mw1j19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c38]4 x Timber Wolf[/mwcard]
[mwcard=mw1c04]6 x Bitterwood Fox[/mwcard]
[mwcard=mw1c29]1 x Redclaw, Alpha Male[/mwcard]
[mwcard=MWSTX1CKC02]1 x Dire Wolf[/mwcard]
[mwcard=MWSTX1CKC03]1 x Galador, Protector of Straywood[/mwcard]
[mwcard=mw1c36]1 x Tarok, the Skyhunter[/mwcard]
[mwcard=mw1c37]1 x Thunderift Falcon[/mwcard]
[mwcard=DNC16]1 x Spitting Raptor[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[mwcard=mw1e27]2 x Marked for Death[/mwcard]
[mwcard=mw1e10]1 x Decoy[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ10]2 x Meditation Amulet[/mwcard]
[mwcard=mw1q25]1 x Ring of Beasts[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=mw1q23]1 x Regrowth Belt[/mwcard]
[mwcard=mw1q02]2 x Bearskin[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x Dispel[/mwcard]
[mwcard=DNI04]1 x Renewing Rain[/mwcard]
[mwcard=mw1i12]2 x Force Push[/mwcard]
[mwcard=mw1i28]2 x Teleport[/mwcard]
[mwcard=MWSTX2FFI06]2 x Defend[/mwcard]
[mwcard=mw1i23]2 x Rouse the Beast[/mwcard]
[mwcard=mw1i07]3 x Dissolve[/mwcard]
[mwcard=mw1i15]2 x Knockdown[/mwcard]
[mwcard=mw1i03]2 x Call of the Wild[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Plan :
Lair in starting corner vs aggressive opposition ( eg Forcemaster, warlocks )
Play Lair 1 zone up vs medium aggression ( eg Priest )
Play Lair in NC or ( quite risky imo ) in FC vs defensive opposition ( eg Priestess, Wizard )
Personally I prefer to stay in my starting corner and cast Lair there as I want at least two uninterrupted turns to start the game.
T1 : 19
- Lair (4)
- Ring of Beasts (2)
T2 : 11 + 2
- Dep Pet Bitterwood Fox (6)
- Meditation Amulet (2)
- Meditate (5)
T3 : 14 + 2
- Dep Timber Wolf (7)
- Meditate (10)
- Bitterwood Fox (6)
T4 : 15 + 2
- Dep Redclaw (1)
- Meditate (4)
- Bitterwood Fox (0)
From this point on you're ready to advance the dogs and you can Dep a Timber Wolf every turn for a steady stream of pressure.
QC a Fox or use the remaining 5 mana to anticipate the gameboard situation.
Hurl Boulder is a finisher.
Acid Ball, Rust, Spitting Raptor, Tooth and Nail and Dissolve are supposed to keep the opposing Mage's as well as some lvl 3+ creatures armor at 0.
Different circumstances dictate which of these choices is the best answer.
Rust is an enchantment I'll gladly pay upkeep for, as well as Marked for Death.
Their benefits outweigh the small upkeep.
Tanglevine is especially useful early on for keeping the opposing Mage out of Dissolve range for 1 or two more turns so I can get the most out of the Amulet during my build-up.
Etherian Lifetree makes my critters even better vs non-living.
Deathlock comes into play vs regenerators ( Druid ) and Healing builds ( Priestess )
The Monolith, as explained already, is supposed to hit the game when my opponent is high on enchantments and low on mana
Dire Wolf makes a great Second Pet during midgame when damage has been dealt already ( and vs living opposition, of course ).
Tarok is a Flyer counter, while the Thunderift Falcon is supposed to go after small flyers like Felella or Thoughtspores.
Galador is an anti flyer counter, as well as a counter to Lightning +2 creatures.
Kralathor has Reach, thus can take care of Flyers and is a natural Necromancer counter.
He has to be played by the Beastmaster himself though but I don't consider that too much of a handicap as that is where the Rouse the Beasts are put to good use as well.
The Knockdowns can take care of Flyers and work around Defenses.
This turned out to be a longer than anticipated write up but I guess every spellbook deserves some explanation and clarification ...