Mage Wars > Strategy and Tactics

Who do you suck against?

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exid:
agree with DV!
but a long game has to bring book surprises and space/movement tactics (no pure turtle!).

Coshade:

--- Quote from: DevilsVendetta on May 30, 2018, 06:33:22 PM ---
--- Quote from: Coshade on May 30, 2018, 11:47:35 AM ---I tend to dislike any game that goes turtle to the extreme.

--- End quote ---

I think I'm the opposite in that I hate super rush strategies in that it doesn't really let you play the game.

--- End quote ---

oh yeah I like games that let you get into it and use more cards like you! If you want a reference this is the kind of game I am trying to describe. Skip to 4 hrs and 12 minutes. It's not typical turtle with 2 heals and 2 minor heals and 4 armor, and 2 regrowths. We are talking like unendable turtle games.  ---> https://www.youtube.com/watch?v=cgFVtxVPmPQ&index=3&list=PLKFenfrT4VG-5bSxTrh8slBRVSQ91LIeF

Obsidian Soul:
That is generally why I prefer to play by tournament rules.  If neither player can kill the opposite get mage in 75 minutes, the game ends in a tie.  It discourages turtling beyond the first few turns of preparation, though I admit that most of the books that I play against are capable of dealing major damage by the beginning of turn 3, so turtle books are no real problem.  If the other book turtles, I will just bring out a few creatures and start stripping away their defenses one by one, until it is just their mage, alone and afraid, against some very nasty creatures.

RomeoXero:
 define major damage by turn 3 for me?  The way you describe your play style is sometimes confusing. A spawnpoint using turtle priestess for instance can reliably drop 2 creatures a round and still use a qc each round. That's is statistically not even probable that an 8 mana attack spell or a 5 dice attack from a big creature to take out a cleric or knight creature in one go.  And if they are staying put your gonna need to be pulling out movement spells or moving up And attacking the creatures yourself. If they use an interceptor or a big guard to spread out your intended damage then you may find yourself behind on mana and actions before long. Shed some light on this for me

Obsidian Soul:
Well, I have had a Beastmaster teleport an enhanced Steelclaw Grizzly into my square on turn 3 and support it with a Hurl Boulder.  When you take 16 damage on turn 3, you tend to be a little cautious during your future games.  In any case, defenders really do not matter much when another player teleports your Mage away from his or her turtle to spend some personal time with his or her creatures.

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