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The Challenges of the Priestess

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Obsidian Soul:
My favorite mage is the Priestess because she possesses a lot of lasting power.  With the combination of her special ability that gives her one extra permanent life the first time she casts a Holy Enchantment or Incantation during a turn and her massive number of Holy Enchantments and Incantations after Siren vs Paladin, she can easily reach 50 life during a game.  The problem is that she is highly dependent on Creatures for damage and protection, so she will never win a fast game (though I tend to win most games with her despite her slow buildup).  What challenges do you face with the Priestess and what do you do to compensate for them?

Reddicediaries:
I think the priestess is a very solid mage and one of the better late game ones.
I tend to find she can lack offensive power as many players spend 5+ turns getting nothing but clerics and angels out of the temple. Angels are good, but they only delay the inevitable.
I think priestess should go always go temple because despite the mana and action investment, it will generally take more actions from your opponent to destroy it, you should have already gotten 1-2 creatures out of it, and if need be, you can switch to hardcast.

silverclawgrizzly:
It's good to see you back on the forums my friend!

You can win a fast game with Priestess by piling damage and hoping you can heal the fall out. However I agree she's more dependent on creatures that the Priest or Paladin.

DaveW:
My best Priestess games have involved not casting the Temple of Asyra, but in hard casting a few creatures that synergize well with the rest of my book, the first of which usually comes out in the turn 1-3 range... just depending on the match-up.

I usually put out one or two minor temples fairly early on... fewer against war mages than most others. When I am able to do that, it sets me up to cast the Temple of Light later, if I want it to support my creature(s) and my Mage, which I use offensively as well.

I guess what I am saying is not to feel pigeon-holed into building an overly defensive book based on the Temple of Asyra, but to explore what else the Holy school allows as well.

Rudafuda:
If you are playing in a play group that allows promos, running an Alfiya deck is always good fun.

(Alfiya does two direct damage when a creature is stunned or dazed by a light source)

Even without Alfiya in the deck, Priestess that runs Akiro's Favor and stun/daze conditions attack spells + clerics can really dish out a ton of control (in the form of crowd control/damage reduction) while not sacrificing a ton of mana on cards like sacred ground (which of course should still be run to go against swarm decks) and other PURELY defensive cards.

So prioritizing creatures that have stun (Light of Dawn, mage wand with pillar of light spellbound, Alfiya if possible, etc. just make sure it is stun/daze with light damage, a lot of good cardes in the lost grimoire vol 1 for this) you don't have to sacrifice mana/time on playing defensive and you can spend more turns being "safely aggro". And Akiro's favor will allow you to have a MUCH higher stun/daze percentage. And something I like to do, is get a royal archer, or even a generic cleric, and keep him 2 zones away from you (and hopefully away from aggression) and put a nullify, a block, or something with Aegis 1 (hidden) and then throw an enchantment transfusion on him, so if your mage or any of your big creatures are about to take big damage, before the damage and effects step you can just swap the nullify or block over to where you want it in RESPONSE to something, which is huge.

This can of course can be beaten by decks like Juktari who can make quick work of your monsters, in which case you do have to rely a little on sustain and getting good rolls on heal. But don't be afraid to run a lay heads or two in your deck to quick cast a potential full restore on your big creatures.

Cheers!

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