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Topics - KissBlade

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Mages / Does the Paladin do everything better than the Warlord???
« on: January 18, 2017, 10:50:51 PM »
His creatures seem better, his spell spread seems better, better spawnpoint, better equips, even aura seem like a marginal upgrade to battle orders.  Surely I'm missing something.  Orc Butchers for Warlord seems pretty decent but Paladin gets access to those too!?  Only thing the Warlord seems to edge out is throwing boulders :(.

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General Discussion / The last 1/4th of a game match ...
« on: December 22, 2016, 01:41:17 PM »
Often feels like it's a bit of grinding down on a beaten opponent.  Unlike traditional boardgames or CCG's, my biggest issue with getting people to stick with Mage Wars is, it seems to "lead with your best".  Your first 5-6 turns feel really epic because you got the wind up and the pitch.  The last three turns on the other hand ... not so much.  Aside from very close matches, most of the time, the last few turns feel like busy work to me.  This was especially so when I'm watching some of the competitive streams of OCTGN tourney matches, etc.  Often, halfway through, it's fairly predictable who's going to win and it's literally the next thirty minutes is just going through the motions.  The only exceptions are when a player makes a MAJOR mistake (one that comes to mind is the Priestess match vs Necro where the Necro decided to charge with his unarmored mage despite having Deathlock + Idol opening).

Has anyone had similar experiences and if so, do you recommend having a concede threshold in Mage Wars?  One of the more recent matches I've watched for example was Sharkbait vs drmambo.
To me, I thought the game was over around this point:
https://youtu.be/fM9lhctsdug?t=2416
When drmambo missed the timing window on chant of rage to attempt to combo kill Alandell.  This effectively costed him a tempo hit of an entire turn and imo, it made it nearly impossible to come back from.  You'll notice, the game continues on for another hour and a half!  By the end, the Paladin unsurprisingly had zero damage taken while the Druid lost everything on the board.  If I put a new player through that, they'd drop the game so fast because who wants to just sit around while you roll dice for an hour one shotting their new summons as they run away?

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General Discussion / Newbie deck help
« on: January 03, 2015, 11:23:41 PM »
Hey all,

I've bought a core set of Mage Wars and own every expansion set as well.  Sadly I've only managed to get three games out of it simply because despite my fondness of the game, it's incredibly difficult to teach new players the game.  Turns take forever because they're looking through a ton of cards in their spell book every time to plan out their moves.  Unfortunately, when the game takes three hours+ because of players going through the rules then learning every card to know how to play cards, they never want to touch the game again!

Are there any decks that do a good job of teaching beginners the game without overloading them on the variety of cards/mechanics?

Thanks!

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