We all knew this league is dominated by melee dwarfs. This build breaks the monotony and has a reasonably success rate. Weak against immovable or warriors has too many step attacks. And it require quite some legendary. Leia the Princess Level 21 Dwarf Wizard Ironwood Staff Of The Magus Ironwood Staff Of The Magus Banik's Bubbling Bauble Banik's Bubbling Bauble Rod Of Palver Pree Rod Of Palver Pree Firehide Robes Quellic's Boots Beginner Toughness Focused Teleportation 2 x Desperate Block 2 x Surging Bolt 2 x Hot Spot 2 x Stone Spikes 2 x Gusts Of War 1 x Mail 2 x Nimble Strike 2 x Penetrating Bolt 4 x Telekinesis 2 x Obliterating Spark 1 x Reliable Hide Armor 1 x Flanking Move 1 x Resistant Hide 3 x Parry 4 x Firestorm 2 x Reliable Mail 3 x Dimensional Traveller Beauty the Beast Level 20 Dwarf Wizard Ironwood Staff Of The Magus Ironwood Staff Of The Magus Asmod's Telekinetic Chain Asmod's Telekinetic Chain Vira's Chain Vira's Chain Imp-proof Robes Reynoldo's Boots Advanced Toughness Electroporter Novice 1 x Toughness 2 x Desperate Block 2 x Surging Bolt 1 x Lunging Bash 4 x Stone Spikes 1 x Spark Inductor 2 x Short Perplexing Ray 2 x Penetrating Bolt 4 x Telekinesis 2 x Obliterating Spark 2 x Reliable Hide Armor 2 x Jarring Block 2 x Nimble Strike 1 x Resistant Hide 2 x Teleport Self 2 x Parry 2 x Escaping Run 1 x Spark Generator 1 x Dimensional Traveller Claire the Cheerleader Level 10 Dwarf Wizard Mordecai's Staff Of Magma Mordecai's Staff Of Magma Asmod's Telekinetic Chain Luke's Iron Hand Chartwell's Amulet Chartwell's Amulet Festive Robe Hide Boots Of The Bull Beginner Toughness Focused Teleportation 4 x Flash Of Agony 1 x Mail 1 x Charge 5 x Stone Spikes 8 x Volcano 2 x Short Perplexing Ray 1 x Thick Hide Armor 7 x Telekinesis 1 x Reliable Hide Armor 3 x Dimensional Traveller 1 x Parry 1 x Muscle Through 1 x Reliable Mail I've used this on only 1 league session. There probably are more wiser ones can improve it.
Basically, the strategy is to teleport opponent to the other room. Let the walk all the way back, lay some volcano when appropriate.
i was running a 3 human wizard team based on chask, reflexive teleport and telekinesis, standing my ground with moderate success. Problem is i timed out in a good portion of the matches.
A variation that can handle, shift, outmaneuver and damage the typical parry heavy melee teams with ease. (might be a bit aristocat). But again, takes more time. Spoiler: Triple Duel Cats This cat wizard times three: Roshi Level 19 Cat Wizard Staff Of Chask Silver Fir Staff Glittering Pin Glittering Pin Asmod's Telekinetic Chain Vira's Chain Perrio's Kinetic Robes Greenguard Boots Solid Rock Electroporter Novice 1 x Squeamish 2 x Force Blast 2 x Reflexive Teleport 1 x Dimensional Traveller 1 x Slowed 3 x Punishing Bolt 2 x Teleport Self 1 x Immovable 1 x Toughness 1 x Spark Inductor 3 x Stone Spikes 4 x Telekinesis 1 x Short Perplexing Ray 1 x Subtle Parry 1 x Reliable Mail 2 x Wall Of Fire 2 x Pushback Parry 2 x Spark 1 x Parry 1 x Hard To Pin Down 1 x Spark Generator 2 x Potent Spark
This is exactly the issue I see with control decks in triple duel. Most of the time you're throwing all your resources into pushing opponents into a far away room leaving little chance to get VP yourself. This tends to lead to long games and timeouts. That being said, they have given me a run for my money with my 3 dwarf warrior build even with the extra mobility I have built into it. Never lost to one though.
Inspired by @ClimbHigh, I decided to make my own version of the Geomancer/Lava build, because I'm always up for some Geomancy. My version of this was actually 2 wiz 1 priest, with the priest running a pair of St. Ulrich's Bones, and both my wizards running Staff Of Fiery Sparks/Xipil Rings for the volcano. Built for high-value lightning attacks to take advantage of Electroporter Novice to the fullest, they would situate themselves in the spaces 2 away from the VPs and blast away at anyone foolish enough to stay there. I went 3/1 in the latest league, with my only loss being to @Mad Mage and his teleporting dwarf warriors. I had an absolutely amazing game against @Obernoob in there, which came right down to the final minute on both our clocks before I forced one of his dwarves onto lava and ended it. But more important than all that... every game was FUN. It wasn't the sock-em-bop-er stand-there-and-take-your-parries-like-a-man grindfest that always seems to happen with the inevitable 2+ Dwarf Warrior builds that always seem to happen. Each game was decided on the tactical skill of its participants, rather than a mirror match where the only differentiation is who went first and who drew more parries. In many ways, the build only worked because of the limited scope of the format - I must have seen at least a dozen parries discarded without being used over the course of four games. That kind of card advantage is nothing to laugh at.