June 17, 2024, 05:26:28 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ThaTsRight

Pages: [1]
1
General Discussion / Crank'n da Hammer (a Warlord review)
« on: May 25, 2013, 07:58:58 PM »
This is my fist review of Mage Wars.  I usually just concern myself with playing games, but this game has excited me enough to want to be more involved. Hope y'all enjoy =)

The Forcemaster's allure has seemingly kept hidden the destructive force of the all mighty Warlord!!!

-Creatures-

The Warlord has several creatures with solid ranged attacks.

>The Goblin Slinger is a strong 7 mana creature. His range of 1-2 for 3 dice is an incredible value for a 7 drop. His low defenses are offset by his ability to keep away from the fight whilst pelting your enemy with sling stones. Combine him with Archer's Watchtower to add a die and ignore walls. Solid combo.

>Grimson Deadeye, Sniper enjoys sniping folk from afar with pinpoint accuracy. With the ability to hit targets from 3 zones away makes him extremely difficult to deal with. And, again, with the low cost/high utility Archer's Watchtower, you'll be sniping creatures from 3 zones away with 5 dice!

>Ludwig Boltstorm may not have the best range (1-1), but he has decent durability and may either attack 1 creature with 3 dice 3x (Triplestrike) or hit everything in a zone for 3 dice. He's the perfect compliment to a Watchtower + Wall that obscures LOS.

The Warlord has some strong ground pounders as well.

>Orc Butcher is an incredible value. He's a solid 1/10 with a quick melee attack from 4 dice. While extremely vanilla, but extremely efficient for his cost.

>Both the Earth Elemental and Iron Golems add some extreme tankiness to your spell book. They're slow but immense. I've yet to really put them to the test, but I'm certain they'll cause some problems for one's opponent.

>And, we cannot forget about Thorg, Chief Bodyguard. This guy is awesome! He's a 4/12 with a quick attack for 5 that may guard and help bring enemy creatures into the fray (taunt).

-Conjurations-

These are, quite possibly, where the Warlord truly shines.

>Battle Forge is an excellent way of getting equipment onto your Warlord (mage in general).

>The Archer's Watchtower is cheap, it's an outpost which enhances your Barracks, and it aids with your ranged attacks. It's a great card.

>The Barracks, if played correctly, is possibly the best Spawnpoint in the game! Get just two other outposts out and generate 3 extra mana a turn used to mill out soldiers.

>Garrison Post is an outpost that enables you to immediately summon soldier creatures into the fray.

>Finally, the bread and butter of the Warlock: Akiro's Hammer!!! This thing is the bomb! I primarily use it to cripple my opponent's mana producing conjurations and spawnpoints. Every other turn you get to simply punish a conjuration for merely existing. It's fun!

-Incantations-

The Warlord's incantations are basically just combat tricks/enhancements. They're all pretty straigh forward.

>I find Power Strike and Piercing Strike to be the most useful; especially since they both cost a mere 2 mana. I also utilize several Charge in my spell book as well as a one copy each of Battle Fury, Whirling Strike, Evade, and Earthquake.

-Attacks-

The Warlord knows Earth, so his attacks (at least without paying double or triple to add to spell book) are quite limited.

>Hurl Bolder is a great value. It has a range of 0-2 and hits for 7 and on a 8+ gives the Slam condition to the target. It's good stuff- just ask Pat Connor O.o

-Enchantments-

The Warlord's enchantments are pretty limited, but a couple of them are quite strong.

>Fortified Position is an incredible card. Giving all your creatures in a zone +2 armor is pretty good I hear...

>I also really like Standard Bearer. It's a unique cantrip; thus, while you may only have 1 in play, it does recycle itself back to your spell book if it happens to be destroyed. It grants all your creatures in its zone +1 melee and +1 armor. Good stuff!

-Warlord-

The Warlord, himself, is far from being the best mage. Arcane spells costing triple harms versatility. His Veterans ability would be much better if it triggered from ranged attacks, but as it stands, it's ok at best. Battle Orders is a very useful and versatile ability, and I like it quite a bit. Don't get me wrong, he's satisfactory as is, but I think the other mages that currently exist are all slightly better.

Pages: [1]