Mage Wars > Domination

Let's talk Multiplayer Domination

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iNano78:
Bump.  Added links to books for a Wizard and a Warlock - two of the more challenging mages in Domination.  See the 2nd post.

I also corrected some typos in the OP, made some edits to some of the "mage considerations" based on my experience, and added the Malakai Priest and Forcemaster to the considerations, and rearranged the mages from strong/intuitive to weak/unintuitive/difficult-to-build.

Halewijn:
cool tread.

However, you seem to forget 1 crucial strategy: killing the opponent. This might be too hard for 3 or 4 player games. But many domination players forget armor in domination and can be killed in two turns. I've won games like this before as a forcemaster. Mind control also helps a lot for the action efficiency.

Sailor Vulcan:
Has anyone tried a deck where killing the Mage was their primary strategy and getting vtar was secondary?


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iNano78:

--- Quote from: Halewijn on May 27, 2016, 02:30:13 PM ---cool tread.

However, you seem to forget 1 crucial strategy: killing the opponent. This might be too hard for 3 or 4 player games. But many domination players forget armor in domination and can be killed in two turns. I've won games like this before as a forcemaster. Mind control also helps a lot for the action efficiency.

--- End quote ---

It can certainly happen.  One time, my Necromancer was 1 V'tar away from victory when a Warlock and a Beastmaster teamed up to Firestorm and Falcon-peck him to death.  And in another, a Straywood Beastmaster just had to hold on to 1 of 3 orbs AND survive in order to win, but the other two mages (a Necromancer and a Bloodwave Warlord) teamed up to wipe out his army and bring him to the verge of death... and then the Warlord used Slaknir to make all Goblins Elusive and he stole the win (the Beastmaster technically survived, but was hiding in a corner with 2 or 3 hit points remaining and was stripped of all his orbs).

While mage death can occur in multiplayer, there's also the possibility that the attacking mages come up just a little bit short, allowing the leader to hold an orb or two while running away to hide/turtle while cruising to victory. Going for the kill is risky, even in 1-on-1, since you might not be able to make the kill in time.  But it's also risky to completely omit any armor in your spell book!  A little armor goes a long way in Domination, as you're unlikely to see a whole lot of Dissolve/Crumble/Acid Ball/Rust in multiplayer Domination.  A single chest piece or an Elemental Cloak or Rhino Hide might be enough to keep you alive while the V'tar count continues to tick towards the scenario goal.  I generally pack at least 1 piece of (in-school) armor or Brace Yourself or Rhino Hide or something (Barkskin in the Druid's case) - just to provide some late-game protection in situations where your opponents are running out of options and/or think they might be able to take you out with little resistance.  When this happens, you generally only need to survive a round or two.

As for building a book that specifically seeks to win by killing the other mages in a multiplayer match... I tried it once (with a DoT Necromancer and V'tar Suppression), and it seemed to be a losing strategy.  I didn't execute it well, but I felt that even if I'd played better and even if I'd had other more aggressive spells, I don't think I could have won.  There are a lot of things the other mages can do to slow you down - from armor to healing to a well-timed/placed wall or by teleporting you away or Tanglevine/Force Hold/Spiked Pit/Astral Anchor, etc.  Getting slowed down even for just a round or two could make a match unwinnable (e.g. they'll win on V'tar before you finish them).  And in multiplayer, there are a lot more variables, so many things changing every round, that it's difficult to plan far ahead and plan for everything that your 2 or 3 opponents could do.

jhaelen:
Hi iNano,

This is really a great resource!
Did you get to build/playtest some more?

Last week I finally got the Battlegrounds Set, a player in our boardgame group is willing to give it a try, _and_ I actually found a new Mage Wars player, so I'd really like to play it next month.

I hope I can use your spellbooks at least as a starting point (I noticed some Academy cards that I will have to replace with something else).
I'm still unsure what to do about Galaxxus, especially because there's only two copies of it in the box. It's pretty obvious that if I'm going to allow it in games, every mage (or side) will want one...

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