But after the Match versus GW I know that
Aggro can work. The point is you need creature or minimum spawnpoint support to
not fall in this active/passive trap. Sersiryx, Fellela can cast the buffs or debuffs for you, or the attacking creature isn’t you but a grizzly and you have both actions free to help that. I just lately played as mentioned above a similar book (
http://forum.arcanewonders.com/index.php?topic=16887.0). And it worked out very well, and the players were definitely good ones (Thanks to my friends here in Sweden, Drefan, Frozen, Powlich). Even two were wizard, and also Druid is considered an extremely strong mage. The druid match was much closer. But it came also down to book knowledge; this can put so much early pressure on anyone. And the Wizards if I remember correctly both had 3 Mage Wands and 2 Elementals Wand, so there were wands and still the Forcemaster won the game. There were even multiples, and those are also very good players. Of course this agro forcemaster with Grizzly and Jelly has severe problems with Spellbooks points, as those two creatures already take up 20% of it, but with your aggression you force them into your play and defense can be neglected a bit. Of course once the book is known it’s not that easy, but that’s the same with charmynas book. I knew it and so I could get that draw with a totally shitty book. Wands are good, but not overpowered only if you start dissolving too early and you are not aware of how many are left it can get a huge problem. “In a forcemaster book steal equipment comes in handy here”.
Coming back to
Critical Strike and also
every Spellpoint counts: Spellbook points are an extremely tight currency and with every expansion it will be more… (looking at you terrain). The even for the Wizard they are tight, maybe less but they are.
Dispel/Dissolve/Purge magic are limited, but so are also the enchantments. The good thing though is that every enchantment you have makes it more likely that another enchantment is going to stay in game. There are hard decisions to take what to dispel. Use that to your advantage, if you have tight spellbook points and you are playing a melee warlock. You probably can’t afford 4copies of bear strength, Wolf Fury and Critical strike, but you can afford more curses. Every curse somehow hurts, so either they keep it and get damage, or when they dispel your 1-2copies of the melee buffs are more likely to survive and you maybe still have that curse. That counts for every mage,
maybe start with those enchantments you have more to bait some dispels.
As a Warlord get that critical strike more often than bear strength and get it out first. Sometimes even play the worse counter card first to plant an idea in the other players had that he has to get rid of it. For example in Thunderdome G final Necro vs Warlock I had 2 elemental cloaks and 2 dragonscales. I did cast the cloak first even though dragonscale is of course better. But I wanted to give him the idea, that he has to get rid of it using an early dissolve and maybe also making him believe I even have no dragonscale. Those are
tiny psychic tricks, but they matter sometimes.
Your more
crucial Enchantments you can still protect with an arcane ward, for all out of schools or lvl2 and higher ones the arcane ward is cheaper spellbook points wise and up to know, not many players are even aware of the card, so it will take them two dispels(seeking maybe) to get it off.
Enchantment Transfusion as enchantment Protection: This is something I do really like and I see it as strong play, but also as hard as it requires a lot of anticipation. I consider those curse ET books very high skill books, you have so many hidden enchantments to keep track off and count reveal costs and know when to play what. But first the idea is once a dispel/purify/purge magic is cast you can reveal the enchantment transfusion to move those enchantments to a new target that hopefully has also an ET to move them back, or it is done soon after. The problem is that it requires carefull mana planning. But it is seldom more expensive mana wise or maximum 1 to move there and back than applying a new enchantment. Spellbook wise it depends, but it really shines as you can protect any enchantment so instead of having for example 3 copies of 4 different enchantments you have 2 each and 2-3ET to move them. Also from a psychological point it is really devastating of your dispel didn’t work.
Don’t use Enchantment Transfusion with new Players With Purge magic it is extremely nice.
A good thing of ET protection instead of even more copies of the enchantment is also that you can bank that action in the ET and if a purge magic comes and you “counter it” you have no action problem, else it probably takes a few actions to get all enchantments back on, that you may not have now.
A few rule things to consider: If you have mage bane cast dispel but your target is moved you gain no damage.
If there is an Enchanters Wardstone you get that mana back (apparently strictly speeking you anyway first just cast the dispel with the hidden+revealcost of the enchantment and then you would have to pay for the stone).
If you cast Purify it costs 0 to start with so if the enchantments are moved you pay nothing. But you gain dmg from mage bane
If you Purge magic even if all enchantments are move it still resolves, I’m not sure about the mage bane though, but it should be when move you gain no dmg, if not moved you gain a dmg but it is gone.
If only a few enchantments are moved you only have to pay the extra wardstone mana for the remaining.
Priestess Academy will bring really a perfect card against the decks with heavy Curse-DOT with Remove Curse.
Based on ET: Don’t underestimate Seeking Dispel for Stranglevine/astral anchor, better seeking dispel the hidden enchantment before you purge magic instead of fishing for nullify and so on
There had been quite some discussions on
Enchanters wardstone. I personally don’t favor running more than one, and even that I’m not always sure about. Its just starting to pay off if more than 3 dispels are used as I consider it before that I had used that investment in the stone instead of for example a mana crystal. The opponent playing a crystal is almost the counter to the wardstone. He won’t dispel every round. I favor running your enchantments instead multiple times, if it is a crucial one in a game, it will get dispelled in any case even if you have a wardstone. Also if you use protection spells
So coming back to the last games of the
ADMW: As a player of my reputation you have to face wizards often, I was surprised neither Werekingdom nor GW played on in Final Stage. But anyhow their I took the decks I believe that have the best chances, counter Tank with Ballista and Heavy Curse Warlock with Bloodreaper and some armor. First game as said was Jokthari Poison of the Jungle vs Priestess. Second was a Veteran Bridge Troll based Warlord against a Wizard. This game, cause it is a Orc Warlord you can potentially lose if the Wizard is played better (the game is on arcane duels stream). Then was the BM game vs Biblofilter. The last game of the Group stage was the cursing 10 fireball throwing Warlock against a Wizard that also had quite some curses. The focus on Sersiryx and my Battelforge gave me the time to End it rather quick.
The First match of the final stage was a Tank Dwarf against the Telepit Forcemaster (Schwenkgotts youtube channel), quite potent deck. And I should have lost it. The last two games I was both times facing an Adramalech Warlock. Both of my Decks of the classic Warlock and the Druid were based on Direct damage, just onetime including Vines. While I felt Werekingdom was totally overwhelmed, Powlich played good, but anyhow both were not prepared for this kind of Deck. But it’s funny if Warlocks die due to curses.
One thing to add to that
Forcemaster Telepit I would say after I played it now and maybe even think about it.
Don’t show your parts first if you don’t need to. GW opened with a Grizzly and the spiked Pit. So I knew whats going to come (even though I thought it’s an astral anchor). So I opened force ring, grizzly instead. But now I consider even opening with just double move. And cast the grizzly on the second turn instead. It takes one more round until your opponent has an idea. Double move forcemaster can still mean a lot. And in case you could if you want also use the jelly instead of the BM as first creature.
The last thing I have to say to the Deck of Werekingdom. All of us should look at our Decks,
Spellbook points are extremely tight. Look which
situational cards you have, and if you really need that Shift enchantment, piercing strike, and so on. Is it for example better to find that one spellbook point elsewhere and have an enchantment transfusion instead of the Shift enchantment for more flexibility instead of a very niche card.
Look at your creatures, how many will you really play. Is it really necessary to have situational one for “in case” situation or is it not really a weakness of the deck. Those few points can probably be much better invested in 1-2 more copies of dispel or dissolve. For example if you have rush BM with a Grizzly you may need a second one. The third one is questionable but the 4th defenitly not, you are rushing rather commit more a have additional rust/acidball/dispel/dissolve. Or in Werekingdoms case you will never manage to cast fire elemental and Adramalech choose either, even more so if you have many more creatures.
(You cannot have a counter to everything and with counter I mean strong counter. But you want at least to have something that will delay almost everything enough for your deck to work. A single dragonscale is no counter to a warlock as he can counter that too, but packed with a nullify it might give you the time for your for example creatures to kick in. )
Closing remark:
Don’t overthink the game. Cause if you want to see what happens then watch Mystery vs Gert match with BM vs Warlock on Schwenkgotts channel. I wait with the ring of fire until every Falcon has hit me, and I got quite a lot of damage. The reason? If I start with it and I’m unlucky, which I assumed they survive and can fly to the renewing spring.