Mage Wars > Strategy and Tactics

Plus Channeling efficiency and value

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Millertime:
So far I've only played a solo game to learn the rules, and my questions are based on looking over the cards and trying to guess at the values. I don't have any real idea of match length or flow so I could be waaaay off here  B)

I was wondering what experienced players think of Channeling + objects and enchantments, and in particular their value. It looks like most of these cards have a 5-6x exchange rate, for example the Mana Crystal costs 5 mana and Moonglow Amulet costs 6, and each returns one mana per round. These spells in addition to taking up one of your readied spell slots and an action, will take 5-6 full rounds just to break even in mana.

Are these worth taking up space in your Spell Book?

Thanks!

Sparkytbg:
I always used mana crystals or mana flowers in the beginning.  This way they are most effective, unless they are destroyed.  Most games usually are 8 to 15 turns long. The are some quick games that are under 8, but most aren't.  I usually dont use any mana builders after about turn 4.  

It is always good to have some versatility in your spell book.  If you are facing a wizard who is draining some of your mana.  Having ways to boost it is very helpful.  So I would say they are very helpful to have in your spell book.

Klaxas:
the reason the amulet that adds channeling is slightly more expencive is because it is harder to destroy being a part of your mage it will likely stay the entire battle (unless fighting a wizard who is directly targeting your mana)

the channeling enchantment (harmonize) also costs 6 to put on your mage for the same reason.  but keep in mind you can add to your overall channeling (and a actions) by adding spawn points.  for example, if your a beastmaster, and you have a lair out, yes the lair generates the 2 mana, not you, but when it summons a creature using its mana it is still reducing the cost for you.  and casting harmonize on the lair is only 4 mana (cheaper than even a mana crystal)

so for example, the beastmaster can cast lair and harmonzise on turn 1.  that gives the lair channeling 3 so you can cast 1 bitterwood fox per turn for 2 mana.  and if you find one turn you need that extra mana, dont cast with the spawn point and the following turn you will have 6 mana available to cast something.

the same principle applies to all spawnpoints.

Shad0w:
Your assumption is correct (remember that you should each nonage object channeling separately they dont and to your channeling but you can pay the difference.)outside of a Amulet i almost never use harmonize or spawn-points unless my strategy requires it (equip heavy book with battle forge for example). The thing I try to do is look at a strategy and find the best way to make it happen. the biggest thing is not wasting your action on summoning.

Klaxas:
i almost always try to use a spawn point.  not only for the extra mana, but for the extra action.

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