I keep running into bejeweled blitz decks, what's a good hard counter if I wanted to build a deck specifically to defeat them?
there no hard counter but outnumbering their parries (with parries or pushback parry). Bejeweled is notoriously raw in power. Anything fancy you might wanna try (rooting, nimbus) will not be able to match its steadiness.
I don't know about other people but usually it's a matter of RNG. I've tried to build decks to counter issues like step warriors or range mages but doesn't always work out. Just try to build decks in which your comfortable with using and hope that they work out in your favor. Check through the Deck Building threads for ideas for what works to earn ELO and then maybe you can take pieces of different decks and form them around your own style of game play.
You might want to give ready to strike a try. It'll at least impose some penalty for all the vicious thrusts.
Since Robauke mentioned some ways to temporarily debilitate (which he also mentioned are nowhere near guarantees), another is forced discard from wizards (and even priests, although wizards are instant, priests are lingering over rounds, and you probably want instant when you do it -- or maybe a combination?). Anyway, just a thought.
Load your mage with path of knives and push cards, keep them far away. Ready to strike and surging blocks on warrior and nimbus or entangling roots on priest.
Right there, as @WexMajor had stated, seems to me to be one of the most powerful decks you can build with a wizard as long as they can keep control.
My current control deck: Macha Ruadh Level 5 Human Wizard Whiterune Staff Boxton's Razorstaff Hand Of Wicna Command Stone Rust Creature Gland Ring Of Appropriation Warp Robes Mouse Boots Perfect Guidance Novice Electromancy 1 x Acid Blast 5 x Path Of Knives 1 x Long Spark 1 x Jump, Soldier! 2 x Telekinesis 1 x Stone Spikes 1 x Cautious Sneak 1 x Dimensional Traveller 4 x Gusts Of War 1 x Melt Armor 2 x Chilling Rime 1 x Spark Inductor 2 x Flanking Move 1 x Hypnotic Beacon 2 x Acid Jet 1 x Leadership 4 x Flash Flood 1 x Spark Generator 1 x Dangerous Maneuver 1 x Creature Of The Night 1 x Wimpy 1 x Mystical Drakehide Badb Catha Level 12 Human Wizard Staff Of Winter Silver Justice Pipes Of Hamelin Command Stone Rust Creature Gland Hand Of Wicna Warp Robes Mouse Boots Perfect Guidance Novice Electromancy 1 x Melt Armor 4 x Inquisition Bolt 1 x Stone Spikes 1 x Cold Snap 1 x Path Of Knives 1 x Dangerous Maneuver 1 x Spark Generator 1 x Gusts Of War 4 x Frost Jolt 1 x Spark Inductor 1 x Traveling Curse 1 x Leadership 1 x Creature Of The Night 1 x Wimpy 1 x Acid Blast 1 x Punishing Bolt 1 x Chilling Rime 1 x Dimensional Traveller 1 x Force Cone 2 x Flanking Move 3 x Hypnotic Beacon 1 x Jump, Soldier! 2 x Flash Flood 1 x Cautious Sneak 1 x Long Spark 1 x Mystical Drakehide Anann Level 5 Human Wizard Staff Of Chask Chask's Relief Command Stone Command Stone Runestone Pipes Of Hamelin Warp Robes Mouse Boots Perfect Guidance Novice Electromancy 1 x Cautious Sneak 2 x Stone Spikes 3 x Punishing Bolt 1 x Long Spark 2 x Pushback Parry 1 x Wimpy 1 x Spark Generator 1 x Slowed 1 x Dimensional Traveller 2 x Gusts Of War 1 x Traveling Curse 1 x Spark Inductor 2 x Lucky Charm 2 x Flanking Move 1 x Creature Of The Night 1 x Dangerous Maneuver 1 x Jump, Soldier! 1 x Leadership 3 x Inquisition Bolt 1 x Wall Of Fire 1 x Squeamish 4 x Hypnotic Beacon 1 x Winds Of War 1 x Mystical Drakehide
Blunty speaking,there's no way to deal with Bejiweled warriors,if u don't have the advantage of parries/frenzies/armor. The best thing to do is to ignore that warrior,bypassing him and going straight for that healing bot/machine gun ass martyr's priest,or that one mage which is "controling" the situation. Also,if u see that u don't have any way to to manage to get the upper hand,u can always pass,avoiding enganging.It may cost one star,but it's better than losing ur warrior from early on.