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=2416When 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?