Alright. Lets discuss swarms. These creatures are arriving in the Academy Druid expansion, set to be released very soon.
The current ruling allows them to be very deadly and semi hard to kill right away.
The definition is below if you are unfamiliar with it.
Swarms
This creature is made up of countless Smaller creatures. Creatures with the swarm trait cannot guard and cannot be targeted or affected by non-attack spells that do not specifically target swarm creatures. When attacking, Creatures with swarm trait may make additional strikes equal to their remaining health. Additionally, they are immune to conditions, and have the finite life trait. Non zone attacks do a maximum of 1 damage to them.
I am not going to explain every single thing about swarms but I will highlight above one sentence that makes this card one of the most confusing cards in the game. It also can be debated on a select few cards that may or may not work with the swarms. \
So the targeting of them is rather difficult in my opinion and with the inclusion of Arena cards it becomes much more complex and annoying to figure out what can or cannot benefit them. It is one of the main reasons why I wanted to make this list.
I will introduce the many number of cards that can give them a bonus.
The last half I will list and discuss the counters to the Killer Bees.
Buffs for Swarms (making them a bigger nastier Nightmare)
Etherian life Tree
Straywood Scout
Dorseus
Hand of Bim Shalla
Marked for Death
Sacrificial Altar
Crown of Protection
Bloodwave Warlord Ability (veteran markers)
Symbiotic Orb
Rolling Fog
Azurean Genie
Summoning Circle
Cards that maybe questionable (current ruling is a little vague and these could or could not work depending on how you translate objects and spells)
Fortified Position
Standard Bearer
Circle of Protection (not healing)
Sacred Ground
Vtar Sentry
Force Wave (does not work because it is always a spell even after it is cast)
Enchantment Transfusion (off another creature onto a swarm creature) I think this move should be illegal
Enchantment transfusion is a card notorious for many sneaky and maybe rule breaking affects in the game. Similarly it was brought to my attention that this card may work with the current ruling of swarms. Which means all those enchantments that could not target swarms specifically may in fact can after they are cast and transfused from one object to the new one. The whole ruling of objects and spell debate that gives them leverage since the enchantments are now objects they now can target swarms. Giving us super swarms! I am not on board with this ruling and find that it should not legal. I know others feel the same way. So in tournaments I will propose that it is illegal to use Enchantment transfusion in any way shape or form on Swarm creatures. not sure about shift enchantment if it has the same wording but I am against it too if it works the same way.
Thoughts
Etherian Life Tree is number one combo with Swarms and especially the Killer Bees. giving more life and boosting number of attacks by 2. Straywood Scout is another useful way to get the Bees to have one extra die of attack for first attack!
Dorseus is also crucial in that it can bypass finte life trait! Making them tougher to kill!
There are a number of ways of adding attack dice using non spell abilities from an assortment of cards. You can even give Swarms tiny insect armor apparently which is pretty funny. Nature mages have an easier spellbook point advantage in swarm builds as well as just splashing swarms in builds for some sort of sick game of supremacy! I could see out of School builds using Killer Bees tho.
List of best to worst mages using Swarms down below.
Druid and Beastmasters
Paladin, Priest, Priestess
Necromancer, Warlocks
Wizard, Warlords
Siren, Forcemaster
Negatives (how to effectively kill Swarms/Killer BeeS)
Gravikor
Defenses, zone attacks, triple strike, double strike, direct damage
Redirect
Veterans belt with armor
Eye for an Eye
Zone attacks
Electrify, Sandstorm, Voltaric Discharge, Ring of Fire, Volley of Flame, Hail of Stones, Blinding Flash, Telekintic Burst, Tsunami (gravikor),
Oscuda, Elemental Golem , Akiros Hammer, Goblin Bomber, Sardonyx
Multi Attacks (triple or double strike spells
Badger Frenzy, Spray of Barbs, Ludwig Boltstorm, Gravikor or Eagle Wings (w/ Darkfenne Hydra, kumanjaran Leopard, Gaurding Cerberus, Goran Werewolf, Sir Corazon, Galvitar, Deptonne Berserker, ect,)
Direct Damage
Magma Golem, Ice Spikes, Whirlpool and Gravikor, Helm of Justice, Disciple of Radiance, Idol of Pestilence, Malacoda, Poison Gas Cloud, Plague (on another non swarm creature), consecrated ground,
Defenses against Killer Bees
Any defense chance, force sword, Cobra reflex, reflex boots, ect. Spiked Buckler, Veteran Belt with Armor, Suppression Cloak, Dodge, Force Field, Block, Repulse, Mass Cowardice, Alluring Orchid, Altar of Infernia,
Push attack spell effects
gravikor + surging wave, tsnunami, swell, or jet stream, windstorm, or sandstorm.
There seems like a lot more things to counter swarms then there is to help them out. Don’t let that fool you tho. Aggressive Swarm builds not considering current meta can and will get wreaked if none of these above counters are in your builds. Zone attacks are best way to deal with them however just like most zone attacks mana to overall effectiveness could set your plan back and it may backfire if the attack is unsuccessful. There are some quick easy counters that maybe in your book already. Such as Gravikor, or alluring Orchid, eye for an eye, redirect, or maybe even mass cowardice. These spells are already benefiting your build in other ways so an extra one maybe important to have to stop the bees from even hitting or ground the flying threats and get to work using non flying creatures. Other spells or creatures to consider more are ones that have the double or triple strike attacks. Which can quickly decimate any swarm.
also learned push effects still work since they are not conditions. I simply overlooked this, but discovered it a few months ago. Attacks spells with push and wall bash are basically double strike for the swarm creatures allowing to get up to 2 damage from both attacks. not bad options if you don't have those zone attacks available.