Arcane Wonders Forum
Mage Wars => General Discussion => Topic started by: Phillus on April 18, 2015, 11:07:59 AM
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Lots of Games have stategies in which people consider cheap.
Hearthstone has Facehunter and Mech Mage
Starcraft has 4/6/12 pool
Chess has 4 move checkmate.
Is there any cheap strategy in mage wars?
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using only attack spells?
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I get grief when I run Teleport Pit books. Also mana denial. Not that either is unbeatably good, but they're kinda unfun.
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Wall of Thorns + Force Push obviously.
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Superturtles (often Priestesses or Druids with Guardian Angel). They draaaaag the game by focussing on being invulnerable instead of killing the enemy mage. As in the examples of ringkichard, they are not unbeatable, but rather easy to pull off - and they are as boring and frustrating as it gets to play against.
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Superturtles (often Priestesses or Druids with Guardian Angel). They draaaaag the game by focussing on being invulnerable instead of killing the enemy mage. As in the examples of ringkichard, they are not unbeatable, but rather easy to pull off - and they are as boring and frustrating as it gets to play against.
The OP asked for overpowered and cheap strategies, not just annoying ones.
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There is no longer a consensus OP book since Hand of Bim-Shalla and Temple of Light got nerfed. Depending on who you ask, Wizard might be too good. But that's not usually an agro book, so if you've got an anti-Wizard strategy, you'll have time to try it.
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Superturtles (often Priestesses or Druids with Guardian Angel). They draaaaag the game by focussing on being invulnerable instead of killing the enemy mage. As in the examples of ringkichard, they are not unbeatable, but rather easy to pull off - and they are as boring and frustrating as it gets to play against.
The OP asked for overpowered and cheap strategies, not just annoying ones.
In that case: I think superturtles are cheap. ;) Stay in your zone, armour up, increase your life, have guards. Cheap because it doesn't take much effort to pull off.
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In that case: I think superturtles are cheap. ;) Stay in your zone, armour up, increase your life, have guards. Cheap because it doesn't take much effort to pull off.
I beg to disagree: a simple teleport, force push, force pull can easily counter that so the turtling mage has to pay for nullifies, or spend defensive actions rather than offensive ones to make more damage. You need a lot of creatures to guard, or you'll get overwhelmed soon enough. You also lose the board control soon enough if you don't have enough creatures.
Even cheaper, easier to pull off, and very powerful, almost a classic now: the Divine Intervention/Vampiress opening. Can be countered in some ways, but takes resources, especially if the mage is nearby to support the attacks.