Hi reddicediaries,
Some thougths :
Personally I would not summon Steelclaws from a lair.
That's 32 mana you've spent there to get 1 Grizzly on the table.
I'd rather let my BM summon them and have 2 Grizzlies for 34 mana.
With a Ring of Beasts you have your ring +2 SG for the same 34 mana.
Playing Mana Flowers/Crystals usually means you're going for a medium/long game, which I'm not sure you're going for here. Steelclaws equals aggro approach imo, thus, short game.
When playing a lair I'd suggest to use it to summon cheap/medium priced animals so you can summon one (nearly) every round. Steelclaws do not qualify for this approach imo.
I also noticed you have a ton of enchantments in there. I doubt you will need them if played agressively.
The Grizzlies can hit hard without any enchantments on them.
I'd suggest to concentrate more on getting your grizzlies in the right spot to attack the enemy mage asap and prevent him from escaping. The game should/could be over before you have any need for all those enchantments.
So when I see 3 Grizzlies in your book I assume you're thinking along these lines :
- Get to NC fast
- Summon 2 Grizzlies
- Bring them in striking range
- Support them for a couple of rounds so they can do their job
- finish the enemy with a bang
The opening could go like :
T1 - 19
Double move to NC
QC Rhino Hide or Brace Yourself
T2 - 26
QC Ring of Beasts
FC Steelclaw1
T3 - 17
Move S1 to FarCenter and guard
FC Steelclaw2
T4 - 10
QC Cascading force wave and move both Grizzlies forward ( and possibly in striking range )
From there on, rather than play enchantments on them select spells that support them doing what they do best and counter your enemy.
You can't go wrong having a Dispel ready ( preferably on a Mage Wand
)
Battle Fury is 5 mana for a 5 dice attack, it takes Bear Strength 2.5 rounds and 3 attacks to equal that.
Teleport, Force Push and Tanglevine will be great help
Any healing spells and regeneration effects do not contribute to your strategy or are too slow to have any effect.
You should try to win a damage race against your opponent, not outheal him
Minor Heal is just too "minor" an effect in this situation to waste an action on.
If you really want a healing spell, I can see [mwcard=MW1I14] Heal[/mwcard] being more useful here as it fits right into your channeling rate ( 9 ) and it can provide 8 dice worth of healing which is more worth the QC you'll spend on it.
Hope this was of any help.
Enjoy the game. It's a fantastic one.