Out with the old, in with the new.
The old Forcemaster strategy of coming in fast and hard, swinging Galvitar and Scimitar has seen better days.
Most players know how to handle that now.
Disarm her Galvitar, Dissolve the Scimitar, Dispel her Bear Strength and put an Agony on her and you have pretty much taken away her bite.
So, I wanted to design a new book for her, no longer focused on her as a melee fighter but rather as a finesse orchestrator who lets some choice creatures do the heavy lifting.
A strategy focused on her oft forgotten ability : Force Pull.
If you take a closer look at it you'll see that it is actually a very strong ability.
It would already be good at (1-1) range but at (1-2) range it is simply very powerful as this means that she can control the
entire arena from within one of the centre zones.
Another aspect that makes this ability so good imo is the fact that it has so few counters.
Dissolve the enemy's ( likely single copy of ) Eagleclaw Boots and he probably has nothing else left to stop you from using it.
A Cloak of Shadows can reduce your range but not stop the use of it altogether.
And also, the fact that Force Pull is just a "Force" spell and not an incantation for instance means that it can get past a Nullify whereas Force Push and Teleport cannot.
All this to say, the FM can do something really tricky and powerful that
no other mage can do and maybe this aspect of her has not been explored thoroughly enough yet.
Time to do so.
As I started playing opening after opening it was amazing to see how this continually led me to new cards and stronger openings.
I posted a spellbook named Slingshot here earlier but that book was simply the beginning.
It has evolved a lot since then and has, in my humble opinion at least, become a very fast and dangerous book.
The book now focuses on the excellent synergies between Force Pull, Teleport Trap, Spiked Pit, Astral Anchor, Tanglevine and Nullify.
But before we go into details about different openings, how these cards interact with each other and my reasons for including each card in the book let's take a look at the book first.
SPELLBOOK UPDATED 22/6/16
[spellbook]
[spellbookheader]
[spellbookname]Spiked Anchor[/spellbookname]
[mage]Forcemaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]2 x Force Hammer[/mwcard]
[mwcard=mw1a11]2 x Pillar of Light[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[mwcard=mw1j22]1 x Tanglevine[/mwcard]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c34]1 x Steelclaw Grizzly[/mwcard]
[mwcard=DNC03]1 x Devouring Jelly[/mwcard]
[mwcard=FWC16]1 x Thoughtspore[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e38]2 x Teleport Trap[/mwcard]
[mwcard=MWSTX1CKE05]2 x Spiked Pit[/mwcard]
[mwcard=MWBG1E01]2 x Astral Anchor[/mwcard]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=mw1e29]1 x Nullify[/mwcard]
[mwcard=mw1e16]1 x Force Hold[/mwcard]
[mwcard=FWE07]1 x Mind Control[/mwcard]
[mwcard=FWE05]1 x Forcefield[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=mw1e10]1 x Decoy[/mwcard]
[mwcard=mw1e36]1 x Rhino Hide[/mwcard]
[mwcard=mw1e01]1 x Bear Strength[/mwcard]
[mwcard=mw1e05]1 x Cheetah Speed[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[mwcard=mw1q06]1 x Dragonscale Hauberk[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]3 x Dispel[/mwcard]
[mwcard=mw1i07]3 x Dissolve[/mwcard]
[mwcard=mw1i12]2 x Force Push[/mwcard]
[mwcard=mw1i28]2 x Teleport[/mwcard]
[mwcard=FWI09]1 x Steal Equipment[/mwcard]
[mwcard=mw1i26]1 x Sleep[/mwcard]
[mwcard=MWSTX2FFI03]1 x Disarm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Different openings :
Let's assume the enemy mage stays as far away as possible. ( ie in his starting corner )
If he comes closer that should just make things easier for the FM.
Fast aggro opening :
R1-20: Steelclaw Grizzly (3) - FD Astral Anchor in NC (1)
R2-11: Double move Grizzly to NC - double move FM to NC - Final QC FD Spiked Pit (9)
R3-19: move FM to FC - play FD Teleport Trap in zone adjacent to enemy mage (17) - QC Force Pull and draw enemy mage into Teleport Trap (16) - Trigger Trap and teleport mage into FD Spiked Pit (14) - Trigger Pit (9) - Attack with Grizzly.
Result : 11 dice + Stuck.
Controlled aggro opening :
R1-20: Steelclaw Grizzly (3) - FD Brace Yourself on FM (1)
R2-11: Double move Grizzly to NC - double move FM to NC - Final QC FD Astral Anchor (9)
R3-19: Guard with Grizzly - Devouring Jelly (6) - Final QC FD Spiked Pit (4)
R4-14: move FM to FC - play FD Teleport Trap in zone adjacent to enemy mage (12) - QC Force Pull and draw enemy mage into Teleport Trap (11) - Trigger Trap and teleport mage into FD Spiked Pit (9) - Trigger Pit (4) - Attack with Jelly - Attack with Grizzly - 4 mana left to turn Astral Anchor Face up if enemy mage tries to Teleport out on same round.
Result : 16 dice + possible corrode + Stuck.
Let's take a closer look at the enemy mages' options at that point and how the FM should anticipate.
The enemy mage is Stuck and anticipates that the FD enchantment is Astral Anchor.
How can he get out of there ?
First he will have to Seeking Dispel the FD Anchor.
Then he can Teleport out.
So he will need both actions to do it and it will have to be in that specific order because if he tries to Teleport right away during the first QC phase the FM will reveal the Anchor before the Teleport resolves and thus cause the Teleport to fizzle.
That means that even if the enemy mage has Initiative, I get my First QC phase before he can cast his second spell, so :
- enemy mage : Seeking Dispel Anchor
- FM : put Nullify on enemy mage
- enemy mage : teleport fizzles and he's still in the kill zone
- FM still has an action left to pull any Guard which could show up out of the kill zone so that the Jelly and Grizzly can hit again for 12 dice + corrode chance.
Even if the enemy mage does get out of the kill zone, no problem, play another Spiked Pit and Pull or Teleport Trap him back in.
What impressed me most while trying out all kinds of different situations is that every which way the enemy turns, it's impossible to get away from the FM and his Pulling and Teleporting tricks.
If the enemy mage stays in the kill zone, great.
If he gets out, it's just for a turn or so and he will likely be thrown into a new Spiked Pit next.
Something else I noticed is how "affordable" all these actions are in terms of mana spent.
Teleport Trap + pull is just 5 mana total to move a creature 3 zones.
Try that with Teleport and it costs you nearly double ( 9 mana )
That 10 channeling of the FM is really a boost considering he's not spending any upkeep costs ( early on ) in this strategy as opposed to a solo strategy. That's probably a hidden advantage in this strategy too.
Let's take a closer look at some of the cards now and why they're included :Astral AnchorCareful with this card. She's trickier than you might think. Yes, when the enemy mage is in that zone he cannot Teleport out of it, but when he gets out, you cannot teleport him back in either !
And that's one more reason Force Pull is so good.
While every other mage would need a spell with a Push effect like Force Push or Surging Wave all those spells cost sbp's, cost more mana and can either be countered ( Force Push ) or are not 100% reliable ( like Surging Wave ) while the FM is the only mage who can pull you back into a zone for no sbp's, just 1 mana and with 100% certainty ( if there are no Eagleclaw Boots to dissolve first etc of course )
Tanglevine, Force Hold, StumbleI'm sure everybody will see the synergy between a Tanglevine and Astral Anchor.
Let the enemy mage spend his Teleports (unsuccesfully) first, then pull him back into the kill zone and when the Stuck counter wears off, replace it with a Tanglevine.
Force Hold can achieve the same result but has an expensive upkeep and is probably best used to neutralize a heavy hitter outside of his mage's Dispel range ( or behind a wall )
Teleport Trap can help you putting that creature there.
Stumble has its special uses as well and can be just as effective in holding a creature in place.
Enfeeble ( EDIT : removed from spellbook. Although a very strong card, sometimes becomes useless when enemy mage is pinned down anyway, so it becomes redundant and the 4 sbp's can be put to better use. )
In this book this is an absolute "must Dispel" card for the enemy mage.
Not only does it limit his movement, likely keeping him very close to the death zone and thus allowing me to get him back in it with just a Force Pull for 1 mana but it can also take away one of his actions if he decides to move.
Dispelling this means one less Dispel in his book and if he runs out of Dispels, how is he going to deal with Forcefield ?
Wall of BonesThe book's answer to Wizard's Tower. Put a Wall between the Tower and your kill zone and proceed as planned. The wall should hold at least a couple of rounds before giving in, if the mage is willing to pump mana into that effort, that is. When destroyed, simply play your second wall.
Cheetah SpeedA very important card.
Included primarily as a counter to Enfeeble. Being Enfeebled would obviously hurt this strategy big time. Instead of just dispelling it, it may be better to just leave the Enfeeble in place, as he might have multiple copies anyway.
Being Fast is obviously also a big advantage when playing a postioning game ( to be able to move two zones to a position from where you can Pull )
Another advantage is that you can stay far away at range three, move two, probe for a Nullify and Dissolve his Eagleclaw Boots all in one go
DecoyThis is my first book ever with a legitimate reason to include a Decoy.
Usually, a Decoy can be replaced by something better.
Of course it is a great card to probe for a Nullify and either exchange it as a 2 for 4 mana or if there's no nullify you're guaranteed to get your 2 mana back and you can leave the enchantment FD on the enemy mage until you need the mana and to play some mind games with him.
But the real reason this book needs at least one Decoy is because you need a way to instill some doubt in your opponent and make him hesitate before using his Seeking Dispel.
Without a Decoy he just knows that every FD enchantment is just a Spiked Pit or Astral Anchor especially when you have played each other a few times and you start to get to know each other's book. Decoy brings doubt and uncertainty.
Pillar of Light EDIT and UPDATE
Please see post #25 in this thread for more details on this spell's role in the book.
I could be wrong of course, but based on what I've learned from the book so far, I think this strategy looks very solid and could spell trouble even for the Wizard.
We'll see.
Thanks for reading this far, I hope you enjoyed it.