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Messages - phillipsjr2

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I like your feedback! The only thing I'll comment on immediately is that I didn't find the lumbering rule limiting enough. I've played a lot of Mage wars and I can count on two hands the number of times I've actually needed to double move a creature. This being the only restriction on lumbering is a minor one! I guess too in my group of casual players we always have a normal start up to our games- both players will spend a few turns building up their little army before they move in to engage. The necromancer seemed to be outpacing their foe here pretty hard. Between ring of undeath, graveyard, facebook, and the meditation amulet, that's 6-7 free bonus mana a turn at a cost of 30(ish)- doesn't take long for him to recoup this and go majorly into the action economy super mana zone!

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Not to be too sensationalist, but he is powerful. In his base spellbook with no modifications he tore my finely tuned beastmaster to shreds. Suffice it to say having the facebook equipped, plus a graveyard, using the meditation crystal to generate mana while using your spawn points to generate creatures, feeding zombies to the ever-growing zombie who gets to 10 attack + bloodthirsty 1 immune to non critical attacks 24 health... I know it's 6 turns to set up, but while you hang back and turn him into an unbeatable machine for almost no resources (1 mana a turn to summon a 4 point zombie after the engine is set up)... you also build up the rest of your unfathomably powerful army.

In my opinion the sheer power resides in one rule: resilience. Every zombie in that book has effectively an armor stat of infinite, and are NOT overpriced by any stretch of the imagination for what they do. I'd love to be argued against here: it was a little disheartening to so rend my opponent to shreds with this mage!

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General Discussion / Re: 2 core sets?
« on: July 21, 2013, 11:15:15 AM »
I disagree with the different colored binders being very minor. I think their value is pretty high and they look quite nice, plus as one user already mentioned they help you greatly in differentiating the mages.

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Thanks was pretty sure that was the case- the limitations of the life and mana tracking sheet are a little annoying.

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Just curious for items like the Sunfire Amulet if you'd continue to gain life after you moved your black cube all the way to the top, and if so what the best suggestion for keeping track of it is. Thanks!

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I know that revealed enchantments you destroy a second copy, but is this true of face-down enchantments such as nullify that would be used once and then discarded?

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Rules Discussion / A question on guarding and defenses
« on: July 14, 2013, 03:18:22 PM »
If a creature has a defense and is guarding, does it still get to counter-attack if the defense is successful?

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Those people aren't going to use the pre-built decks anyway. The pre-built decks are for the casuals, who are not going to have 4 bobcats which require 2 core sets or multiple of the same spell tome.

Ok, fine. That is true.

I suggest just skipping the pre-built deck lists from now on then to not disappoint anyone. The core-set + FM&WL set should be more than enough to satisfy the casual gamers I think.

It doesn't have to be that adversarial an issue. Just make the new decks for people like this buildable with the basic set + xpacs. For someone who has bought one of every product not to be able to make a new pre-built deck is a little silly, and they have corrected their oversight. Case closed.

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I really disagree with the OP.

I would much rather see more frequent, smaller expansions, than big ones where some cards are reprints just to satisfy those few people who "have to have all decks built at once without being 'forced' to buy multiple packs".

Those people aren't going to use the pre-built decks anyway. The pre-built decks are for the casuals, who are not going to have 4 bobcats which require 2 core sets or multiple of the same spell tome.

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Hey Dallas- I bought an extra core set just to have all 8 mages built at once. It was worth it IMO for the extra tokens, 2 boards for 4 player games, player sheets + cubes, 2 spell books to put the mages in, plus other customization.

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Yep that actually answered it- I don't MIND 4 bob cats in the deck it just seemed like you'd have to buy an inordinate amount of stuff to HAVE them.

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General Discussion / My only complaint about Conquest of Kumanjaro
« on: July 09, 2013, 07:20:05 PM »
4 Feral Bobcats in the Beastmistresses deck? Really? Who has that?

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General Discussion / Re: Creating the perfect set for my gaming group
« on: July 06, 2013, 10:18:42 AM »
I did end up grabbing a second core set, both to have working copies of the Kumanjaro casters + an extra board and spellbooks for them.

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Are these buildable with what's included in the box, or do you need cards from the base game to construct them? Any chance you can make these 2 mages and the 4 that come in the base game pre-built decks?

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General Discussion / Creating the perfect set for my gaming group
« on: June 27, 2013, 05:39:12 PM »
So, I basically just want to have one set of Mage Wars that I use to play with my friends. I'd like to construct a deck for each of the 6 mages that remains static and that we can play with week to week. I don't mind making alterations here or there to vary up gameplay, but as the owner I'm the person most invested in the game and no one is interested in heavy deck-building or theorizing. To that end, are the preconstructed decks adequate and balance for us to play with on a week to week basis, or will I encounter problems with them?

Note: my gaming group is pretty intelligent and competitive, so imbalances between decks or exploits with combos will probably be picked up on rather quickly. My ideal would be to create 6 decks that all have a fighting chance against each other. I'm not opposed to buying either or both of the spell tomes if this is necessary for me to achieve that goal.

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