There are more than a couple of spells that cost less mana and take care of it with ease as you pointed out, but assuming you didn't get them, or forgot to keep mana as a counter there are a few things to keep in mind. there is NO water boost card, so you know you won't be seeing it for at least 6 turns, meaning you can come up with "sub-optimum" solutions if he's starting to get close on water mana... for instance if I have flamewave (not enough to kill it in one pass, I try to keep enough to cast ice golem (gauranteed damage and can't be removed by the AG) so that it dies in a couple of turns and leaves me with a board advantage. If you see your opponent saving water and think he can play AG, force his hand, leave him sitting there having to choose between healing his AG and keeping you down on mana, or cleaning up the 4 other cards that are pounding him every turn he doesn't block or kill them. You should have a mana advantage in the sense that he doesn't WANT to spend that water till it hits 12, exploit it by rushing into an elemental or seizing board advantage. forest sprites lightning clouds and hydras are all handy if he's got something out there already to put it counter to, as they get extra damage on the AG, and can help keep pressure on to do something other than heal/defend it. I've actually only got about a 40/60 win ratio against human players when I play the astral guard, so while I know it works for some people, I've seen a lot of clever strategies to worm out of it. And plenty more where I have to cash in my water mana long before I can even play an AG.