1) When you get V'tar each turn you can use it to gain mana OR to heal damage. Remember to heal damage if you need to.
2) If your game is focused on gaining orbs try adding the spells that benefit from controlling orbs as you will get more bang for your mana than someone who is not "playing the game".
3) A large creature to get orbs for you can double as a useful guard.
4) Positional spells are very important don't leave home without them.
5) Having an alternate opening that's a little more defensive while not cramping your orb speed too much might be useful.
6) if your opponent is a straywood beastmaster forget your orb game and go and kill them as quickly as you can.
You don't understand. The FM is in my face on turn 2. I control no orb yet. From there gaining control of an orb is out of question. I am playing to not die.
Use the spawnpoint to put out a creature and cast Defend. If you have any remaining mana, put on some armor (Brace Yourself is excellent for this) or force push the FM.
If you can save enough mana to wall her into a corner you will completely waste at least one of her turns.
Cast astral anchor in your zone and then teleport away. Reveal astral anchor when she tries to follow you.
If she teleported in on turn 1 then she has a maximum of 1 other spell on her. Destroy it...or cast a block.
If she teleports in on turn two you should know what her other two spells are, bearstrength or galvitar. If galvitar and you only have 10 mana use Disarm and then Crumble it next turn.
Don't leave home without at least some defensive stuff. Even a Cobra Reflexes is something. Two Brace Yourself is two spellbook points.
If you're facing a Forcemaster then forgoe the spawnpoint and just hardcast a heavy hitter. If she doesn't rush, use the creature to take an orb.
Get creative and never give up trying.