@Aarrow.
Did you try the opening with summoning your familiar (enchanter) while casting a face down cheetah speed on you while you are moving? 2nd turn may try to buff yourself and add a mana crystal while you are moving in as being aggressive. Each turn the familiar also cast a face down enchantment on you + you are are casting face down enchantment. At the third turn just reveal what buff you need to pound on the poor mage. Each turn you reveal new buff as needed. Must bring Nullify on you.
I remember that strategy really well. Death of an opposing Agressive Mage in 4 or 5 turns with my familiar doing the killing blow.
Buff/cards that will help you is Elusiveness + cheetah speed + Bear Strength + Battle Fury + Dissolve + Force Push + Teleport Trap (just in case you are facing a mage that keeps on running with Teleport spell) + Mage Wand with Teleport.+ Nullify
I haven't done much with the familiar yet. I zoned in on Lair, but this sounds interesting and I'll definitely give it a try!
As for the buff cards-
x1 Mongoose- Not vital, but definitely helps with guards and teleporting mages leaving their "buddy" behind.
x2 Falcon Precision- Vital when facing Forcemaster or other defenses.
x2 Bear Strength- Great for the wolf Pet or Mage
x2 Battle Fury- Early game I'd rather be summoning and attacking, but late game it's amazing!
x2 Rouse the Beast- Same as above
x2 Call of the Wild- I really only use one for the kill shot if the math works out. (basically summon the swarm first, then Battle Fury if wolf Pet is alive, otherwise Rouse beast, then Call)
x1 Cheetah Speed- Only late game for the wolf Pet, since everyone else has fast. (if they're on the run, I usually have a swarm and just slowly move my mage toward them casting two buffs instead)
x2 Teleport- I've only used this once after I set the wall combo and the opposing mage teleported out, just to bring him back in.... even then I could've just abandoned the wall and chased him down. (love the Thunderift Falcons!... soo borken!)
x2 Decoy- Simply to gain mana in games I cast the Enchanter's Ring
x3 Rhino Hide- I'll be going up to four or more now that I know Jinx doesn't stop zone attacks. They are the best Bird enchantment, as cheap as block, and lets me absorb 2, maybe 3 attacks instead of one!
x1 Marked for Death- Only if I've got the mana for it (Call is 2 mana cheaper and isn't stopped by Nullify)
x2 Block- Great on everyone, especially against higher creature builds
x1 Divine Protection- I'm torn between this and Rhino Hide... how does the math work out?
x2 Agony- The best curse in the game!
x2 Nullify- Amazing card, but loses it's value in swarm builds (it's just there for the Pet until (if) they change the control rule, and my mage)
x1 Mind Control- same as above
x1 Poisoned Blood- I want to go up to 2 now that I know you can "counter" heal spells!
x1 Jinx- as stated above
x2 Retaliate- 2 mana cheaper (with ring) than Battle Fury, but more vulnerable and situational
x1 Maim Wings- Love this card! I've had games where the opposing mage summons a huge/annoying flier against my birds... no more! lol... saves them for a turn or two and lets my puppy chew on them.
x1 Magebane- Meh... I'm not sure on the ruling here... If spawnpoints/battle forge/familiars don't count as casting spells, then I'll probably take it out. (I'll get more mileage from Marked for Death)
x1 Regrowth- Never used it yet. It's there for my mage
x1 Bull Endurance- cuz I had room?
x2 Force Hammer- obelisk... Obelisk!... OBELISK!!!
x2 Dispel- Staple
x3 Dissolve- Dancing Scimitar, Armor, and Armor
x2 Shift Enchantment- If I have initiative and know someones gonna die, or switch a block over to save a badly damaged critter for cheap.
x1 Dragonscale Hauberk
x1 Elemental Cloak
x1 Regrowth Belt
x1 Leather Boots
x2 Wall of Thorns