So I played against this team tonight in my BG. We played King of the Hill on the main scenario map from the deluxe rule book.
I played this:
Minis:
Prince Kael'Thas
Bog Elemental
Enraged Fire Spirit
ABCs:
Prince Kael'thas's Flamestrike
Arcane Flux
Polymorph
Counterspell
Flamestrike
Signet of Eternal Life
Entangling Roots
Tranquility
Mark of the Wild
It was no contest. Final was 26 to 4. And yes, the player I played against was a very good player, not someone who didn't know what he was doing.
The key to the whole matchup I think was roots. I was able twice to root (Vi'Gor once and Parvink another time) right before he had his combo lined up for Dralor and X mini being next to each other.
That, and flamestriking for 6 on tick 2, followed up by a 7 dice, plus a crit from Kael, teleporting EFS right in line where a 2 health Vi'Gor couldn't come in anymore, yeah, that might have had something to do with it.
Anyway, I think it's a great team and a LOT of fun to watch and I'm sure to play, but I found it's lack of speed in movement, and lack of range to be detrimental to it. Been racking my brain of how to add some range, without losing synergy...
I really am starting to get down on Mark of the Wild. When it recharges, it seems like a waste sometimes to spend 2 ticks in the late half of the game to buff someone, when I could be pushing through that needed damage. 1 tick buffs like Arcane flux are ok, but 2 tick recharging cards seem to wain on me... i don't know, maybe it's me.
WOW Minis - RK2
WOW TCG - RK1
UDE PM - Level 1
2009 Durotar Realms Minis Top 8
I ROLL AT: