October 20, 2019, 06:41:58 AM

Author Topic: Tempo Straywood Beastmaster: Evolution (pre DvN)  (Read 8433 times)

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Tempo Straywood Beastmaster: Evolution (pre DvN)
« on: September 29, 2013, 02:36:33 PM »
Experienced players: please move along, there's nothing to see here.

This is a prequel to how DvN will change Beastmaster. There are many Beastmaster builds, some currently more viable than others. This is "Tempo Beastmaster" who plays a constant pressure game where opponent is forced to waste mana investments defending himself from the onslaught. So although you may have lower Channelling, your aggression overlap results in inefficient use of opponent's mana. That's the theory behind the "aggro tempo" strategy anyway...

It leverages Battle Forge, Ring of Beasts and Enchanter's Ring to have deceptive mana efficiency, pressuring on turn 2 with a fast flying 4 dice attack. It's main game (it has variant plays) is a buffed up Grizzly, Beastmaster, a Pet and maybe weenies to manipulate action order, create and distract guards, expend Voltaric Shield use etc. So first, "show and tell" time, let's look at a typical "Tempo Beastmaster" build...

TEMPO STRAYWOOD BEASTMASTER (1 Core + FvW + CoK)

10 EQUIPMENT [17]
1 Dragonscale Hauberk [3]
1 Eagleclaw Boots [1]
1 Elemental Cloak [2]
1 Enchanter's Ring [1]
1 Gauntlet's of Strength [2]
1 Mage Staff [2]
1 Moonglow Amulet [2]
1 Regrowth Belt [1]
1 Ring of Beasts [1]
1 Storm Drake Hide [2]

8 CONJURATIONS [15]
1 Battle Forge [5]
1 Hand of Bim-Shalla [2]
1 Renewing Spring [3]
3 Tanglevine [3]
2 Wall of Thorns [2]

8 CREATURES [19]
1 Cervere. The Forest Shadow [4]
2 Feral Bobcat [2]
1 Galador, Protector of Straywood [5]
1 Steelclaw Grizzly [4]
2 Thunderift Falcon [2]
1 Timber Wolf [2]

22 ENCHANTMENTS [31]
3 Bear Strength [3]
1 Cheetah Speed [1]
4 Decoy [4]
1 Eagle Wings [2]
2 Falcon Precision [2]
2 Mongoose Agility [2]
2 Regrowth [2]
2 Retaliate [4]
3 Rhino Hide [3]
2 Vampirism [8]

17 INCANTATIONS [38]
2 Battle Fury [4]
4 Dispel [8]
4 Dissolve [8]
1 Force Push [2]
1 Purify [2]
2 Rouse the Beast [2]
3 Teleport [12]


In Mage Wars, there are no hard-and-fast rules. Your opening moves depend on
(a) the opponent's mage
(b) who won initiative
(c) what you know about the opponent's play style
(d) what you know about the opponent's spell book
(e) most importantly, the opponent's opening moves

Generally you will turn 1 double move and QC Battle Forge in a central zone, Deploy a turn 2 Ring of Beasts and a turn 3 Enchanter's Ring. You can always attack in turn 2, even opponent's start zone with a Roused Falcon Pet. Then you apply pressure with Grizzly, buffing it each turn with 1 enchantment (Bear Strength, Vampirism, Mongoose Agility), Battle Forge kits you at range (gauntlets, weapon, armour, belt etc) with free spell actions, letting you also attack (each turn's mana is usually spent on 1 equipment and 1 enchantment to sustain pressure). Passive healing adds resilience. Both these features are what generate your relentless tempo.

Synergies Leveraged
Grizzly + Bear Strength + Hand of Bim Shalla + Vampirism + Battle Fury + Retaliate
Teleport or Tanglevine + Grizzly Full Action Attack
Cervere + Eagle Wings
Falcon Pet + Rouse the Beast + Mongoose Agility
Galador + Eagle Wings
Armour + Rhino Hide + Regrowth or Belt

Constantly pressuring with Grizzly, a Pet and mage while Forge gives extra pre-emptive spell actions in 10 zones, you can end a game with these mage stats:

Quick Melee Attack: 9 Dice * Vampiric * Ethereal * Reach * Unavoidable
Armour 5 * Flame -4 * Lightning -2 * Regenerate 2
Fast * Elusive * Unmovable * Climbing


Using Battle Fury and Retaliate (triggered at the right time), you and your Grizzly leverage attack synergies. It is hugely satisfying applying the coup de grace with your own mage. Quick summoning Bobcat guards (with ring, a 4-cost Block with Defence 8+) who also serve as guard distracters that may survive a counterstrike or Falcons Pets (hard to gang up on), the build tries to leverage all 3 mage abilities.

Use Decoy as cheap Seeking Dispel to trigger a Nullify before Dissolve or Teleport (rebate if not) and are decoys against Seeking Dispel as you reveal enchantments at opportune moments (e.g. Regrowth before upkeep). They are also to bluff Block or Nullify (opponent does not know you don't play them) or other enchantments, cost 1 with ring but provide 2 extra mana that the opponent will not have accounted for in his calculations; this unanticipated mana can create tactical coups. They add guile to what is otherwise a very straight-forward book.

The hidden mana use of Decoy opens up a dimension of the game which is rarely discussed, the mind games you play during Planning. Will he move out of range or can I risk Cervere and Rouse the Beast? Turning his Shield on is a signal (soaks your weakest attack). Look how quickly he picked his spells. Or how long he took to choose. So far incantations always seem to come from the back of his spellbook. These tricks are more related to Poker than Chess, it is why Magic players (annoyingly) constantly shuffle their cards to not give any "tells". I won't derail this thread by discussing this tactical facet of the game. But having Decoys in a non-wizard book instead of Seeking Dispels opens up far more opportunities than it closes. And adds to the game's enjoyment with satisfying trickery, like revealing late as possible.

The toolbox spells are meta choices including Galador (vs. Lightning +2, incorporeal and flyers), Falcon Precision (defences), Purify and Renewing Spring (conditions). With plenty of Dispel, Dissolve, Teleport and Tanglevine, as well as the option to Force Push through Wall of Thorns (used more to block line of sight), there are far more control elements than in most "aggro" archetype books.

Weaknesses include
1. Purge Magic hurts it bad (every wizard in my local meta includes one because of this build), requiring spreading enchantments more evenly across the (small) creature base, reducing their synergetic effectiveness.
2. Deathlock shuts down the passive healing that gives the threats resilience hence needs to be destroyed.
3. Lack of ranged (Galador) and flyers (Falcon Pets, Mage Staff's reach) but your focus should be enemy mage.
4. Obelisk then Mind Control on my buffed Grizzly (thankfully Mind Mage only and rarely played by Forcemaster)
5. Although enchantments stack for cumulative benefit, against any attrition build, the longer the game lasts, the more it loses momentum (but Battle Forge creating 2 Rings and a Medallion as its first 3 free actions makes it deceptively mana efficient against mid-range builds).

Does anyone spot any other weaknesses? And any possible solutions? The book wins consistently against non-Wizards, just that Purge Magic destroys its stacking synergies, breaking the game plan. After Purge, any Wizard book that is built well and played well can beat it.

There's nothing particularly insightful about this "Me and my Bear" build. I posted it because I've seen many versions of it and I still believe Beastmaster does it best. Please feel free to disagree, replying with reasons.

Does anyone want to share any Beastmaster tricks this book could benefit from? I would really like to improve it but I don't know how with the current pool.

Straywood Beastmaster will evolve into something better with the new set. However, in the meantime, feedback is more than welcome.
« Last Edit: September 30, 2013, 11:04:45 AM by DeckBuilder »
It's all fun and games until someone loses an eye. And then it's just fun.

IndyPendant

  • Full Mage
  • ***
  • Posts: 131
  • Banana Stickers 2
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #1 on: October 08, 2013, 02:05:44 AM »
First post on the forums!

This was an interesting build DB, and it's the first one I've tried for BM since I largely gave up on trying to make the Lair work.  --Or a variation of this, at least.  I saw a few things that had me curious: it looks like some choices here are due to your local meta, maybe?

--I assume having both Dragonscale and Storm Drake armour is for one getting Dissolved.  My question is: why Storm Drake as your spare?  Is lightning really that big an issue in your local meta?  Bearskin would cost two one less book point.

--4 Decoys seems a bit excessive.  You state that they're good as fake nullifies, since your opponent doesn't know you don't play them, but have you really found times where the fourth Decoy was objectively better than a Nullify would have been?

--Similarly, 4 Dissolves and 4 Dispels also seems excessive to me--moreso, because they're double book cost.  Have you ever actually used all four of either in a single game?  And if so, have they really been in situations where something else could not have been use instead, as effectively?

--And 3 Teleports.  Each one's a Steelclaw Grizzly, in terms of spellbook points!  Again, have you really had three times in a game where only a Teleport (and not, say, a Force Push) was needed?  I could see including two, but three seems a bit much.

If we reduced each of those by just one card, and swapped Bearskin for Storm Drake, that's 11 10 Spellbook points freed up.  I added a Nullify, a third Falcon, a second Force Push, a Call of the Wild, an Agony and a Poisoned Blood.

We'll see how it plays out, but I was curious about the reasons for your choices.

(Edit: teh rite math iz gud ; )
« Last Edit: October 08, 2013, 01:19:09 PM by IndyPendant »

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #2 on: October 09, 2013, 09:09:18 AM »
Hi indyPendant, thanks for the reply. What a clever name! A really good perceptive first post too! Looking forward to more.

All very good points and you were right, it is a function of my local meta. I have a bad reputation of going "all in" with customisable games (too much disposable, too little sense, and a completist). This "wallet advantage" is unfair as local players naturally don't want to play me (I've quite a fearsome reputation as very competitive and analytical, deconstructing games down to its basic mechanics). To mitigate this, we all play to an equal playing field with card pool. The current playing field = 1 Core + FvW +CoK (it's in the title). So that's the reason for only 1 Grizzly, 2 Falcons etc

Now for specific points...

1 Dragonscale, 1 Storm Drake = toolbox specific element hate. In a meta where Iron Golem is king (Westlock and Panzergarde are great too), Lightning becomes a higher profile element. So Storm Drake is actually the next domino in this meta. +1 spell point for Lightning -2? Yes please! Obviously this will change whenever Frost becomes an elemental threat and Iron Golems lose dominance; the meta evolves.

4 Decoys = used to trigger Nullify (before Dissolve), threaten Nullify (on own) for new opponents. In repeat plays, so many creates such a big deterrent on Seeking Dispel that your hidden enchants gain immunity and can be timed exactly right. They are good for those rounds when (after paying Forge equipmenmt costs and reveal costs), you don't have enough mana for a spell you really need, or you are short 1. Just enchant friendly creature for 1 to get 2 mana now or later. Finally, they create hidden mana to disrupt enemy plans. Example: Jokhtari with Initiative sees me on 9 mana and thinks her Hunting Bow is safe from Dissolve so plans on that full action attack and spends all her mana in Lair, but I reveal Decoy during First QC and Dissolve the bow. I love trickery and this is a very straightforward book so this was my nod to being tricksy. There is a very clever predictive game during Planning that is rarely discussed. Look up Game Theory mathematics.

4 Dispels, 4 Dissolves. Yes, I frequently use them all. Especially when you know your opponent is also limited to 1 Regrowth Belt, 2 Ghoul Rot, 2 Force Hold etc. With Battle Forge popular in many builds, the 1 range Dissolves equal Dispels. Why did I choose 4, not 6? Because they fit onto 1 page of my spellbook! It's a silly reason but 4 each is enough counters for a non-Water Wizard buying at 2 spell points each.

3 Teleports? Yes please. I would try to fit the 4th if our meta rules allowed it. Teleporting his Hydra away from the action (for often 3 turns) with 1 quickie and 9 mana (cheaper than Banish), or his range 2 Gorgon Archer onto my swarm or his mage onto my Bear Strength Grizzly full attack then Tanglevine. It's all good. I agree that Force Push (half cost) can often suffice but is not as flexible and Iron Golems cannot be Pushed. The reasons I use 3 Tanglevine (apart from Force Hold is too pricey) is to use up opponent's Teleports (Force Hold depletes Dispel) so I end up with Teleport overlap = almost win. I've been arguing that Teleporting enemy mage should not be allowed, too strong.

Hey, I think you make very valid points in case you miscontrue my response as overly defensive, just giving you my reasons why the build evolved into this incarnation. I really like all your choices (yet more examples of "must dispel" enchantments). I guess it's a matter of style. I appreciate any reactive Dispel or Dissolve approach always gives opponent 1 use of that benefit. But it does allow you greater freedom to pick and choose which ones are actually really hurting your game plan (targeted denial is the definition of control, more aggro control).

I retain the ability to play counter-enchantments (Cheetah Speed on Enfeeble, Bear Strength on Agony) when it is cheaper for me in spell points (and mana with ring). But I personally prefer targeted denial (hence why I'm no fan of mandatory trigger spells unless as part of a Transfusion combo) and having 4 of each gives me targeted removal flexibility. Maybe you have correctly outed me as a closet Wizard! :)

Thanks again for your feedback. It was all really good stuff (Lair does work with Jokhtari btw) and please do contribute more to this forum.
« Last Edit: October 09, 2013, 10:03:32 AM by DeckBuilder »
It's all fun and games until someone loses an eye. And then it's just fun.

Memnaelar

  • New Mage
  • *
  • Posts: 16
  • Banana Stickers 0
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #3 on: October 09, 2013, 12:04:42 PM »
"3 Teleports? Yes please. I would try to fit the 4th if our meta rules allowed it."

Just to clarify, is there something in the rules that prohibits a 4th?  Or are you just talking about the prohibitive cost?

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #4 on: October 09, 2013, 12:08:11 PM »
Only 3 in 1 Core. I am forbidden from leveraging Wallet Advantage locally.
It's all fun and games until someone loses an eye. And then it's just fun.

sIKE

  • Playtester
  • Legendary Mage
  • *
  • Posts: 4172
  • Banana Stickers 18
  • Ugh
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #5 on: October 09, 2013, 12:22:56 PM »
Only 3 in 1 Core. I am forbidden from leveraging Wallet Advantage locally.
And I guess your local meta doesn't allow Proxies?

  • Favourite Mage: Malakai Priest

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #6 on: October 09, 2013, 12:38:05 PM »
None of us 4.5 local players (one is army boy part time) have broached it.
I do have 2 Core sets but I ensure I stick to 1 Core for every book to keep them happy.
I have the extra set so I can present 2 face down books and let them choose randomly.
I will probably get a 3rd if there is ever a tournament in the UK.

None of us have promo cards but if anyone played one, there would be an uproar.
It's all fun and games until someone loses an eye. And then it's just fun.

IndyPendant

  • Full Mage
  • ***
  • Posts: 131
  • Banana Stickers 2
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #7 on: January 15, 2014, 08:05:38 AM »
I thought I'd resurrect this thread again, post DvN.  A significantly modified version of this spellbook remains my favourite BM build, so thanks again DB.  (Although I would *dearly love* a swarm build instead, if I could just figure out how to make one truly viable!  For now, I've built a BM swarm book that I've set aside along with my Warlord deck as trainers to fight against new players who are creating their first books.  But I digress.)

Here is the version I'm using; the opening is very similar to what DB originally posted, except that sometimes, if I'm expecting a more extended fight, I'll drop the Mana Flower in the first round as well.  I'm still tweaking the build, and so I'm also looking for feedback and suggestions from you all.  What do you think?  (The Vorpal Blade is a promo I was lucky enough to receive a while back, so it's a real card that I decided to include in this book.)

---  Conjuration  ---
1 Wall of Thorns
3 Tanglevine
1 Battle Forge
1 Hand of Bim-Shalla
1 Renewing Spring
1 Mana Flower

---  Creature  ---
2 Thunderift Falcon
2 Feral Bobcat
2 Timber Wolf
1 Cervere, The Forest Shadow
2 Steelclaw Grizzly
1 Kralathor, The Devourer

---  Enchantment  ---
3 Bear Strength
3 Regrowth
3 Rhino Hide
2 Mongoose Agility
1 Agony
1 Poisoned Blood
2 Falcon Precision
2 Retaliate
2 Vampirism
1 Cheetah Speed
1 Eagle Wings
1 Enchantment Transfusion
1 Bull Endurance

---  Equipment  ---
1 Enchanter's Ring
1 Ring of Beasts
1 Eagleclaw Boots
1 Dragonscale Hauberk
1 Elemental Cloak
1 Gauntlets of Strength
1 Storm Drake Hide
1 Veterans Belt
1 Vorpal Blade
1 Wand of Healing
1 Mage Staff

---  Incantation  ---
2 Teleport
2 Force Push
1 Battle Fury
2 Dispel
2 Dissolve
2 Rouse the Beast
1 Minor Heal

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #8 on: January 15, 2014, 06:30:38 PM »
Oh, the thread where you made your forum debut, Indy!

I really like the evolution, what you've done with it
Wand of Healing is ideal for Beastmaster, obsoletes Purify (and possibly Renewing Spring, see below)
Veteran's Belt + Regrowth is indeed superior with 5 armour (well 4 if cloak is dissolved)
Kralathor is just too good against in vogue Necro match-up to pass up

Obviously some changes are meta-dependent (2 Falcon Precision, Agony, Poisoned Blood etc)
It's hard to make any suggestions without sounding picky as this build obviously works in your meta
The only choices I'm slightly puzzled with are...

Minor Heal (with Enchanter's Ring, you're better off with instant-speed Healing Charm - but you got 1 point Bull Endurance for exactly 4 healing anyway, revealed last minute of course to lure the attack). You also got Wand and Renewing Spring.

Enchantment Transfusion - this is generally used with trigger enchantments (e.g. Transfuse the Reverse Attack onto the target being attacked by 9 dice) and with persistent enchantments (buffs/curses), if you insist in re-use (usually your 1 Cheetah Speed), I'd opt for 1 point Shift Enchantment. If you were playing Transfusion + Nullify to bait a Wizard into Purge Magic on your over-buffed Grizzly, maybe.

Mana Flower over Moonglow Amulet - because you are playing Forge turn 1, Rings turn 2 & 3, I normally free action Moonglow turn 4 before kitting up the BM for battle. I also don't like another Zone Exclusive, but I guess this is just a personal preference. I value the option of a free action placement (yes, there is an opportunity cost) more. Forge then 2 rings is trying to specialise in equipment, creatures then buffs for maximum efficiency.

Renewing Spring is better for a slow Living control build (old Hydras + Gorgons builds) and, with the Wand of Healing released, is no longer necessary as there is tempo loss for those creatures healing themselves. Again the build concept was to focus on 3 card types (equipment, elite animals, friendly creature enchants) and to not give the enemy respite from the start (the tempo element of the build).

Even the Hand has aged badly somehow. I think I'd prefer the safety of a second Eagle Wings nowadays (zombies swiping ineffectually at Kralathor hovering above, out of range of a Maim Wings). Eagle Wings is awesome on Cervere of course. Plus with your removal of Galador, your threats against flyers feels weak. This is not an issue when you are playing mage assassination. But sometimes you just need that flyer, for example when out of Dispels and facing a Gorgon with Eagle Wings.

I feel you're right to remove the 2nd Battle Fury with the errata. It's just a one-off pre-action QC finisher. It's best cast on a creature with a strong effect die (like Lightning Angel's 9+ Stun) and this BM build is all about damage, not conditions. So good move there.

If you playing the same people repeatedly, I think I would pack 1 Nullify. Why? Because it's always good to threaten it as a possibility - it adds suspicion to all your hidden enchants. This is also a reason to avoid the curses - it's too telegraphed when you have so few curses (and you haven't got root outs for Nullify). Poisoned Blood is 2 damage per turn really as most healing is now passive Regenerate 2 or Vampirism. I loved Poisoned Blood (when you reveal to counter his heal spell as well) but it is a longer control/combo card and has been a victim of active Healing being debunked. I also understand why you have Agony but your Rhino Hides work similar (with ring discount) to your few creatures. Like with Healing, you've evolved it to be a bit more defensive and resilient. Not a bad thing probably in your meta.

Conversely, I understand why you removed the Decoys as you generally don't target enemy creatures and if rooting out a possible Nullify on your own, you have plenty of spare enchants (with ring discount and no action loss if not Nullify). Yep, I think I was just being too tricksy for my own good back then by hiding mana with Decoys. So good change there.

I feel sad about going down from 2 to 1 Wall of Thorns - with the 2 Force Push and your Boots giving you limited protection, it seems a shame you are not leveraging it more. And blocking Line of Sight so cheaply is great too against ranged control builds. Just the threat of an extended wall and the board control it gives as enemy avoids adjacency, it's a small price to pay. But it is a play style choice.

Most of the above are minor nit-picky points, which is a testament to the strength of the build that I have to nit-pick. This looks really good, Indy, and it makes me feel good that this build has inspired you to improve on it and given you much enjoyment.

But mostly what astonishes me was this was your first post, Indy. Now look at you, Forum Regular! :)
« Last Edit: January 15, 2014, 06:52:43 PM by DeckBuilder »
It's all fun and games until someone loses an eye. And then it's just fun.

IndyPendant

  • Full Mage
  • ***
  • Posts: 131
  • Banana Stickers 2
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #9 on: January 16, 2014, 10:04:07 PM »
Thanks for the feedback, DB, this is pretty much exactly what I was looking for!

Some (nitpicky ; ) points and counterpoints:

--Minor Heal: is included primarily because all (6!) of my Healing Charms are currently being hoarded by my Priestess.  If that changes, I would probably swap it in to this book, yes.  I like having at least one heal, because I've lost two games so far due to my opponent focus-firing down a triple-enchanted grizzly before I could *quite* beat down the mage/creatures.  A Minor Heal would likely have let it live long enough for Vampirism and/or Regrowth to start out-healing the damage taken.

--Enchantment Transfusion: is in there primarily as a defensive measure, and not just vs Purge: losing a Big Nasty plus 2-4 enchantments loses me the game with this deck.  With Transfusion, I could just lose the Big Nasty, and transfer all the enchantments to a second Big Nasty.  Still down a bit--but likely less than my opponent expected (and probably committed resources to destroying); thus, easier to recover from.

--Renewing Spring: good point about the Wand probably obsoleting this.  I've never cast it anyway, but I've kept it in because I could see the need; may as well drop it now that I've got the Wand.

--Mana Flower: is one of exactly 4 Zone-Exclusives in the book, 3 if I drop the Spring; I can't see placement being an issue.  That having been said, using a Moonglow Amulet is an interesting option; that would for example let me wait to see how the game is evolving before playing it.  I'll have to think about that a bit more.

--Nullify: I *love* this idea, thanks!  I have enough hidden enchantments that inviting the risk that one (or even two) of them is a Nullify really appeals to me.  Definitely going to add it in, probably with the points gained from dropping Renewing Spring.

--Kralathor: is included not just for the anti-dark, but for the Reach and the Growth.  Built-in regen is handy as well; give it a Rhino Hide (which a lot of my other creatures don't need) and it's good to go.  Imo it's much better than Galador, and costs one less spellbook point.

--Flyers: I don't see this as a huge issue.  The Mage Staff, pet Falcon (x2 if need be), Eagle Wings, and Kralathor should be able to hold their own reasonably well.  That's been my experience so far, at least; I've never lost a game due to lack of air support.

A lot of the other things you mentioned (Hand of Bim-Shalla, Galador, Agony, Poisoned Blood, 2x Falcon Precision) are cards that have migrated in and out of the deck a few times.  They might change down the line.

Thanks for the feedback!

Baldur333

  • New Mage
  • *
  • Posts: 5
  • Banana Stickers 0
    • View Profile
Re: Tempo Straywood Beastmaster: Evolution (pre DvN)
« Reply #10 on: August 15, 2014, 06:05:37 AM »
Beastmaster
Conjuration1 x  Wall of Thorns3 x  Tanglevine1 x  Battle Forge1 x  Hand of Bim-Shalla1 x  Renewing Spring1 x  Mana FlowerCreature2 x  Thunderift Falcon2 x  Feral Bobcat2 x  Timber Wolf1 x  Cervere, The Forest Shadow2 x  Steelclaw Grizzly1 x  Kralathor, The DevourerEnchantment3 x  Bear Strength3 x  Regrowth3 x  Rhino Hide2 x  Mongoose Agility1 x  Agony1 x  Poisoned Blood2 x  Falcon Precision2 x  Retaliate2 x  Vampirism1 x  Cheetah Speed1 x  Eagle Wings1 x  Enchantment Transfusion1 x  Bull EnduranceEquipment1 x  Enchanter's Ring1 x  Ring of Beasts1 x  Eagleclaw Boots1 x  Dragonscale Hauberk1 x  Elemental Cloak1 x  Gauntlets of Strength1 x  Storm Drake Hide1 x  Veteran's Belt1 x  Wand of Healing1 x  Mage Staff1 x  Morning StarIncantation2 x  Teleport2 x  Force Push1 x  Battle Fury2 x  Dispel2 x  Dissolve2 x  Rouse the Beast1 x  Minor Heal
Total cost: 120 ptsReplace Morning Star with Vorpal Blade for the Deck Variant by IndyPendant

Replace Morning Star with Vorpal Blade for the Deck Variant by IndyPendant