Not particularly exotic or unusual, but a [mwcard=FWA02]Force Hammer[/mwcard] Spore can fly around and take out conjurations, including ones that have been walled in... and once that's done, can contribute to damaging creatures including the opposing mage. I've used it myself to take out key conjurations, and I've had it used against me to take out literally all of my conjurations systematically.
Ok, maybe somewhat on the expensive side but does sound like a good card to keep in mind when you're facing a Warlord.
A [mwcard=MW1I26]Sleep[/mwcard] Spore can be really annoying for a lot of mages. Somebody recently posted about walling in the opposing mage with your Forcemaster while a Sleep-spore puts every potential threat/guard to sleep.
Yes, I read that post too
I found out you need to carefully monitor your mana when trying to set that up. It's 13 mana already for the double Wall of Bones + the Sleep mana + any possible Force Pull/Push. Not simple ... but when it works ...
Sleep is also very good if you can effectively "lure" an opposing creature towards your Spore and then surprise him with the Sleep spell, leaving the creature incapacitated in a spot where it becomes difficult for the opposing mage to awaken it.
[mwcard=FWI06]Power Strike[/mwcard] or [mwcard=MW1I02]Battle Fury[/mwcard] could be useful for buffing your mage, but they're pretty one-dimensional.
Maybe I'm missing something but I don't like Battle Fury for my Forcemaster as it's only a 4 dice attack ( with Pierce +2 granted ) with Galvitar for 5 mana and even worse, you always have to activate your Spore before your Forcemaster to get the effect and often times that order of play doesn't work out. "Phoning in" your play is usually not a good idea.
A card that falls in this same category ( = play before Master activates ) and which I've been giving some thought is [mwcard=MW1I19] Piercing Strike[/mwcard]
Together with Galvitar this gives you Pierce +5 for your quick attack for just 2 mana, no need for Acid Ball anymore there ...
Even your double strike becomes something to fear : a + melee strike with Piercing +3 and another attack for 4 dice to boost. Don't know how it actually plays out though as I haven't tried this yet but does seem to have potential imho.
And any of the various [mwcard=MW1I12]Force Push[/mwcard] options are very versatile. They can be used to move the opposing mage closer, move opposing creatures away (or closer), or moving your Forcemaster wherever she needs to be (e.g. within striking distance or to get unhindered for regrouping purposes or to set up a [mwcard=FWI04]Force Wave[/mwcard], etc). And it also doubles as a Nullify/Reverse Magic test, and can be used to throw a creature/mage against a wall for a 3-dice attack if no better use presents itself (which might trigger a Reverse Attack?).
Yes, Force Push seems a great choice vs a Wizard to trigger his Voltaric Shield if nothing else.