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Messages - charlesatan

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General Discussion / Re: Best way to buy/start MW if you're into comp/OP
« on: January 24, 2013, 08:51:47 AM »
Quote from: "xJEDIx" post=6598
Hello y'all!

I'm a happy european player of Mage Wars. This game really surprised me, a fanatic player of LCG like Game of Thrones and Android: Netrunner, and right now this game made me forget the other cool and awesome games out there.

So, I dunno if this was already being talked about (I think so but I didn't find it, sorry), but what's the best way to buy/start Mage Wars if you're into competitive or Organized Playing?

I bought 1x Core Set and 1x Spell Tome 01
What do I need to have a solid base to start building optimized Spellbooks?
Spell Tome 02 and the Forcemaster X Warlord Expansions are all in the must-buy-as-soon-as-I-can-get list, but should I need to buy another copy of each Spell Tome, for instance?

Thanks to all and great game we have here!  :woohoo:


It depends on the type of deck you want to build and how many decks you want to support.

As long as you're only building 1 very good deck for example, I think you can get by with 1x Core Set and one of each Spell Tomes (I and II), as long as you're not aiming for a deck with 4x Hand of Bim-Shala.

I'd say a more balanced one would be 2x Core Set, and 1 of each Spell Tome, which should let you build 2-3 great decks.

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General Discussion / Re: Your LEAST favorite aspect of Mage Wars is...
« on: December 24, 2012, 08:00:44 PM »
Quote from: "pixelgeek" post=5669
Oddly this hasn't cropped up in our games yet but if it did I would just assume that the issue is the size of the zones and that a creature can move away from an opponent to shoot a bow.


Most Ranged Attacks tend to be Full Round Action, so they won't be able to fire in the same round they move away.

Alternatively, you can give all Ranged Attackers Slow, so that it's even harder for them to escape melee and attack (which is the case with the Gorgon Archer).

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Spellbook Design and Construction / Re: One-core Mana Drain?
« on: December 23, 2012, 08:24:57 AM »
Suppression Cloak might be a nice support in general (although to be honest, there might be better solutions, such as better armor, or not getting hit in the first place), but the rest I find to be better suited as a "sideboard" (and I think every deck should devote a few points to sideboard spells) rather than the core of a a deck.

The problem with Suppression Orb and Mordok's Obelisk is that it presumes your opponent will be using a lot of creatures. Against a Beastmaster summoning lots of low-level creatures, it's fantastic. But against a deck with a few creatures or even a solo mage (or a mirror match), it's not as effective. Of the two, Suppression Orb is probably the least effective, because it's also not as useful against creatures with Ranged Attacks. And sometimes, battle becomes confined to one or two squares, so the mana-for-movement isn't so much of an issue.

And again, there is also the issue of recouping your investment in mana. These conjurations costs 8 mana, so if your opponent is only using one or two creatures, it'll take eight (or four) rounds before you recoup your investment.

Essence Drain is one of those Enchantments that needs to be carefully used. I mean it's terrific if you're fighting against a stupid player, but there's also a point where the smart move is for the opponent to simply not pay the upkeep cost and let it die. (Again, it depends on the target; Level 1 creature? I'll let it die. My level 5 creature? Sure, I'd pay it, although again, it takes three turns before you recoup your investment, and it doesn't solve the problem that the creature is still there, ready to attack you.)

In general, I don't like these cards because 1) it gives the power of choice to the opponent (i.e. they can choose not to pay it), and 2) it doesn't really solve the existing dilemma that your opponent has creatures/permanents that are a threat to you. Or in the worst-case scenario, you've built all this setup, while the enemy Mage themselves moves right next to you and start pounding you (Beastmasters and Warlocks deal more damage than you and have more life from the get-go).

Personally, 6 Nullifies are overkill for me. I usually pack two, although I can envision some people using 3-4 if they want to be particularly protective. I mean the smart move by the opponent would be to cast Decoy, Seeking Dispel, or simply summon creatures and conjurations to attack the opponent instead of casting spells on them. In general, I usually pack 2 cards of each that I find useful, while 4 of each card (or even 6) are the exception to the norm. (Cards like Dispel or Dissolve are probably a good exception--I pack 3.)

If you're looking for some kind of "control" deck, I'd probably recommend inflicting various status conditions on the opponent. Lightning effects tend to have a good chance of stunning, while the Basilisk can Cripple them, and the Gorgon Archer can Weaken them.

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Spellbook Design and Construction / Re: One-core Mana Drain?
« on: December 22, 2012, 10:23:54 AM »
Quote from: "Taeru" post=5578
I have three Nullifies to work with, for the record, either there are five in core or he went down to one.
I'm not looking for an optimal decklist, of course that won't be possible, but when rather than advice about what I should do I get "buy more cards", that reminds me of Magic and I honestly don't really want to think about Magic's business model at this time.  As is, I'd like to build some sort of (ideally 1-creature (Huginn)) mana denial/control deck out of what I can, and any advice regarding such is appreciated.


Regarding the response, I suspect it's because you started with a leading question. You started it with a misleading question (not having enough Nullifies) and a partially ambiguous title. And since you're sharing cards, it's hard to know which cards you have that are available/not available.

If it's advice you want, my general commentary is to avoid such a strategy altogether. It's a rather advance concept and if you're coming from a Magic: The Gathering paradigm when it comes to mana denial, you need to readjust how you envision your strategy.

Mana denial in this game is the equivalent of casting Armageddon (nullifying both of your mana) in Magic: The Gathering, rather than a slow ramp-up in the mana supply chain like Stone Rain. The only card that's close to the latter is Mana Siphon, and that's a Legendary Card, in addition to putting you in a mana deficit (it takes a few turns before you start "earning" from the spell). If you want to deprive your opponent of mana, the most efficient method is Drain Power, but it's an expensive proposition (assuming you're in range), and on average, breaks even (costs you 16 mana, opponent loses 8 mana, you regain 8 mana). Also because of the way of the turn structure, this method of mana denial (same goes for creatures) is that it's only effective every other turn, when you go first.

I'd be more concerned with developing a winning strategy (however you deem that best), and employ mana denial to retain that advantage, as opposed to building a deck with mana denial as an end in itself. It doesn't work, and you'll probably end up handicapping yourself.

Having said that, there is value in gaining a "Mana Advantage" (i.e. Arcane Ring + Mana Crystals), or using cards that penalize the opponent unless they spend mana.

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Spellbook Design and Construction / Re: One-core Mana Drain?
« on: December 21, 2012, 06:00:07 PM »
The two aren't mutually exclusive.

Mage Wars is skill-based. But it also needs an investment in cards depending on the type of deck you're planning to build. That's why they're released the Core Spell Tome packs (and, ummm, expansions), so you can expand it. I think it's (mostly) feasible to create a competent deck out of the core set, but I recommend 1 core set per player.

Having said that, my play style only uses two Nullifies, so depending on the build, I wouldn't say that having access to only 2 Nullifies is a deal-breaker.

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Rules Discussion / Spawnpoints/Familiars - Additional Cards?
« on: November 30, 2012, 09:02:38 AM »
Hi,

Couldn't find it on these boards but just want to confirm if Spawnpoints and Familiars let you take an additional card from the Spellbook during the Planning Phase.

So assuming you both had a Spawnpoint and a Familiar, you would be choosing four cards during the planning phase (1 for Spawnpoint, 1 for Familiar, 2 for Mage).

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