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Topics - The Dude

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31
General Discussion / Ambassador's Program!!!
« on: May 13, 2013, 11:33:49 PM »
Has anyone else joined this program? I haven't been more excited for anything in my life! MAge Wars is like my number one game, so to be able to share that with people, it is... AWESOME!! My question, though, is has anyone else filled out the app to join in? And if not, why not?

32
Strategy and Tactics / The Bait...
« on: May 13, 2013, 02:41:38 AM »
Let me paint a picture for you:

Imagine a coil of snakes, not vicious as in normal life, but sickly, gray, and dying. Instead of snapping out in angst of being attached to such a hideous creature, they can barely open their jaws enough to let their decaying teeth show. Venom from the snakes’ fangs is dripping down to the base of this tangle of creatures, which only gets more disgusting as the viewer looks further down the disgraced Gorgon body.

This is the view I want to give my opponent as they take down this menace. wait, did I read that right? You sure did. I want my opponent to destroy this archer, because it is, indeed, bait.

WHAT?

At sixteen cost, this monster with regenerate two, an attack that devastates the opposing mage, why would I want you to kill it? The answer is simple. It gets you on my side of the board, it sets me up to destroy you. You can move in to kill the Archer, fine. But you will die in the process.

But why the archer? Why not choose something cheaper? Doesn’t efficiency and tempo play any sort of role when you play? Well, the answer is not so simple. I want the Archer for a few reasons. The first is that it is an instant threat that opponent must deal with, or they will lose the game. The second is that while they waste time getting to the creature itself, the archer can hit them with those weak conditions, which can completely deter an aggressive mage into attacking me, or at least hold them off while they purify. The third, and not so obvious reason, is that the best way to stop the Archer from attacking is to be in the same zone as her You’ll notice that the range on the Gorgon’s stone arrow attack is 1-2. Hence, if the mage is in the same zone, the creature loses much of it’s power. The fourth reason is that it is hard to kill. With 16 life and regen 2, it is going to take a least two rounds with some powerful attacks for the mage to kill the archer. These four reasons alone are reason enough to spend sixteen mana. You are playing a sente threat that they HAVE to respond to, and they have to use up a lot of action, card, and mana resources in order to deal with her. All the while, you can be doing any number of things, like attacking the mage with ranged spells, setting your creatures up to do major damage, throwing walls to stop the mage from getting away.

The Bait is a powerful tool the control player can use to defeat the aggressive player, and I think that the archer is the best option, as it’s inherent weakness is actually is most amazing strength. Sure, you can use other creatures to bait the opponent, but a lot of the other creatures out there are either not enough of a sente threat by themselves, or they can be easily dealt with by other means. For the Warlord, using the sniper is a good tactic, and obviously Lord of Fire is bait on a stick for the Warlock, but I don’t think the Priestess and the Beastmaster have as many baiting options, other than using the Archer herself.

This Bait tool can also be used to different effect as well. You can use the bait to get swarms in position to AoE them to death. This will take patience, and persistence to play correctly, but I believe it can be done.

When is the best time to bait out the opponent? Well, for my Earth Wizard build, I usually want to have my two iron golems out before I cast the Archer. This allows me to set the Golems up in position to smash the opposing mage. This is around round 6-7, so this is incredibly early for the control player to begin taking control, but I feel that any later, and the bait loses some of it’s attention getting. You also want to be mindful of where your threats are in relation to the bait. You want to have your threats far enough away that they won’t be considered threatening to the opponent, but close enough for you to use your tricks in order to get your threats to where they need to be in order to strike when they take that bait.

So, how can a swarm player use bait to his advantage? Well, another tactic to employ is to use your mage as bait. You want to have a mage with a higher life total to really use this tool without putting yourself in to much danger, but against a big creature/solo build, you can oft use yourself to bait the opposition into going into just the right zone for your swarm to attack. This is much harder than it sounds, and it is suggested that you start by using bait in a non swarm setting, but if set up correctly, it can be used to great effect.

What about the Priestess? She has a terrible starting life total, and not many holy creatures are threats enough to be sente. So what can you do? Well, there is the amazing Divine intervention/Vampiress opening, but that has been discussed, and there are many counter attacks that are usually planned out in more experienced players builds. So, if you don’t want to use 12 spell points for that dark creature, why not try baiting yourself, and when shit hits the fan, intervening yourself out of the situation at hand? This is probably the most difficult of all the ways to utilize the bait tool, but I think it can be devastating if used in the right book.

So, that’s the bait method. I think it is an incredibly powerful method the mage can use in the arena, and I hope you folks are able to use this in your games, to winning effect! As always, questions, criticisms, comments, and ways to expand upon this idea are welcome!

33
Spellbook Design and Construction / This is the Earth Wizard 2.0
« on: May 12, 2013, 10:29:24 PM »
Super sick plays this has not. This, to me, is a solid big creature build that really comes together in the mid game. Iron Golem and Archer is your ideal big plays. Here, let me post the list before I go into an real strategy of the deck:

4 Hurl Boulder
2 Hail of Stones

2 Battle Fury
2 Sleep
3 Charge
1 Purge Magic
2 Seeking Dispel
2 Dissolve
2 Sniper Shot
2 Teleport
1 Steal Enchantment

1 Darkfenne Hydra
2 Iron Golem
1 Gorgon Archer

1 Deflection Bracers
1 Elemental Cloak
1 Moonglow Amulet
1 Dragonscale Hauberk
2 Elemental Wand
1 Regrowth Belt
1 Mage Wand
1 Enchanter's Ring
1 Arcane Ring
1 Battle Forge

3 Dispel
2 Wall of Stone
2 Mana Crystal
1 Quicksand

2 Decoy
1 Reverse Magic
2 Turn to Stone
2 teleport Trap
1 Bear Strength
2 Nullify
1 Block
1 Circle of Lightning
1 Hawkeye
1 Reverse Attack




So, the basics of this deck is to start by mana crys/battle forge, and then next turn amulet/mana crys. With that, you can start by pumping out golem and golem. Then your archer. Mage Wand with Charge is almost a must, and does so much for you here. As soon as you take half damage, regrowth belt. You need to protect your forge, but it's not so important that you need to take your eyes off the prize, which the enemy mage. As soon as they take half damage, you want to battle forge out an Elemental Wand with a Boulder attached. And then you want to smash as much face as possible. You want to start holding battle fury in hand. This is a purely damage book under the guise of big creatures. They will deal you damage, sure! but they will also be the decoys, the damage takers you need so that you can smash boulders on their face as much and as fast as possible. I hope you all enjoy, and I would love to hear your thoughts!

34
General Discussion / What a week 1
« on: April 22, 2013, 10:06:31 PM »
Hello friends!

It's been a while since I have posted on here as I have super busy with Android: Netrunner Regionals. My work payed off with a top 8 and overall fifth out of 25, but as my experience grows, so does my insight into just how long the road before me and A:NR guruism awaits. In the meantime, Mage Wars!

I'm pleased to announce that my FLGS in louisville has received it's OP kit that I begged and pleaded (and killed) for. Just kidding about the begged part. The new cards look terrific, but we have a small problem... only two participants! So, if you live around the Louisville/Southern Indiana Area and can make it out to Something 2 do, in east end Louisville, drop me a line, and I would love to get this ball rolling! Mage Wars needs to amass a following that can at least hold a candle to another LCG! I mean, after all, what's a BGG ranking without it's followers?

Today, I finally sat down and created a Forcemaster and Beastmaster build, as I was feeling master-y today. I'm really excited to sit down and test them, and for all you people who think creatures just cost too much to put into your Forcemaster deck, I say Nay! Costing triple just means it will have to have triple the benefit... or at least it's what I'm hoping. I'm trying out a new tactic with the Beastmaster, in that I'm trying a tempo control build, going aggressive early, setting up for the fatties around round 6, and finishing with a final aggressive push. We will see how this plays out, but my fingers are crossed!

In a final note to wrap up this pseudo not-quite newletter post, I want to talk about a well underrated card: Falcon Precision. I've been having a few issues with fighting the Forcemaster, and finally today, I sat down, looked through all my cards, and giggled when I saw this card. All melee attacks gain the unavoidable trait? Iron golem, you just got even better. Now, on top of the forcemaster having to deal witha  boulder hurling wizard, she's going to have to deal with a Golem that is so big he can't be moved, so dumb he can't even sleep, and now, so powerful he can't be stopped. I'm excited for what this game has in store for years to come. Just please please please don't try and compete with MTG. Two different games with two completely different feels. WoTC will win. It's fans are crazier. I know, I was one of them. Until next time folks!

35
Strategy and Tactics / Go: A Tandum Study
« on: April 15, 2013, 05:20:55 PM »
Go: A tandum study

Have any of you ever played or studied Go? It is a very niche game that very few gamers really like to delve into, because, while the rules are incredibly simple, the game itself is such a complex battle of balance and tempo that it takes months to understand and a complete lifetime to even begin to master. But why am I talking about Go on a Mage Wars forum? The answer is simple: there are some very viable concepts that apply both to Go and to Mage Wars. Today, we are going to look at those concepts. In order to do that, let use first explain the very basics of go, and the two concepts that apply to both games.

Go is a game played on a 19x19 grid, on which players take turns placing one black or white stone at a time. It is a game of Area control at it’s very base, with players alternating between attacking and defending their position on the board to score the most territory.  This seems like it would not relate to Mage Wars at all, but two concepts, Sente, and Gote, are so inherent to both Go and Mage Wars that both types of players need to understand these concepts to really do well at this game. So, what do these two strange words mean?

Sente means having the initiative, forcing the opponent to respond to a move you just made for fear of further losing board position. This means that you are keeping the tempo on your side. If you are forcing your opponent to react, you can do whatever you want without fear of the opponent counterattacking.

Gote means potentially passing the initiative, allowing the opponent to not respond to a move you just made, and possible perform sente on you during the next hand of play. To relate this to Mage Wars, its when you have the tempo advantage, and you do a subpar move, or heal at the wrong time, or move into the wrong zone, or you place the wall on the wrong side. It allows the opponent to stop reacting to your attacks of advantage, and to start making attacks of advantage on their own. This is not necessarily a bad thing, but you need to be certain that if you play a gote, you can use that move to Sente with your next possible action, or actions.

But how can we, as Mage Wars players, really take advantage of the balance of Sente/Gote? Well, let’s look at this way: Would you give up 50 dollars to have a hundred next week? Or a thousand next month? The answer is it depends on how bad you need that 50 dollars. The example applies to sente this way: How bad do you need to gain tempo? Gain you afford to lose tempo advantage for a round, to make perform gote, in order to perform a powerful sente just a little later?

Now, at first we thought that this may not work all the time,  because unlike Go, Mage Wars does have hidden game elements, namely the cards in the spellbooks. This could potentially ruin an attempt at performing Sente to it’s fullest advantage. In order to control how well Sente/Gote will play out for you, you need to read how your opponent will sente your act of gote. Will they play a big creature/attack spell/ expensive enchantment? No, you cannot tell just by looking at them, but you can tell by the way they open the game, and the mage that they are acting as. Are they a solo Warlock deck? Then they may try to battle fury you if they get the best chance. Your gote could be a block on yourself or a jinx on them, with the hopes of baiting them in for your real Sente move, which would be a pumped Archer attack that they were just out of range of.  This is just a small example of reading strategies to best utilize the tactics in your spellbook to perform the most effective and efficient Sente and gote.

Prepare! If you are planning on making a game ending sente move, you must prepare that sente well in advance, maybe even at the beginning of the game. This preparation will really help to perform sente easier, and with less resistance. Prepare against opponents sentes as well. There was one game where I used an Iron Golem to force a hellfire trap to be wasted, allowing my mage to take proper position to win the battle.

How can you tell the difference between a sente and gote move? The answer is subjective to every mage, but there are some guidelines one should follow when deciding to react to a potential sente:

1.   Does it threaten to kill your mage or your most powerful threat?
2.   Does it threaten your board position in a way that would stop you from getting to the opponent?
3.   Does it take your tempo or action advantage away from you?

Once you decide, you must now make the decision to either react to the sente or perform a sente of your own. If you can do both, all the better, but a good opponent will never let you take advantage of your advantage, so think carefully before you decide.

The final note I can give you on Sente and gote is that EVERY move in game is either one or the other, no matter how superficial or menial that move may seem, the realization that every move can be reacted to is a major hurdle in advancing your game, and using that to your advantage will only help you in your quest to dominate the arena. Turn 1 mana crystal/mana crystal? Gote. Turn two battle forge? Gote. Turn 3 grizzly bear w/ facedown enchantment? Sente. Even reactive moves are sente and gote. Turn to stone in response to grizzly bear summon?  Sente. The key is to keep your opponent performing gote all the time in response to your sente. This is harder to do in practice than in theory, but it can be done, and I highly encourage deeper study of this ebb and flow. As always, thank you all so much for taking the time to read this, and any comments, criticisms, or questions you may, feel free to respond! Cheers!

36
Strategy and Tactics / Damage Threshold, an idea...
« on: April 13, 2013, 12:45:59 AM »
I'm not too bad at the game of Mage Wars. This is not a brag, but rather a subjective fact. After playing a friend on the forums a few times, I have come to really realize this potential. But I wanted to know why I was good. I was applying my theories of mobility, strength, and tempo, but I felt that there was something a little more that I was doing... and I figured out. Such an inherent factor should be so obvious, and yet, it's not. The fact was I was rolling more dice than him. He was indeed a player of great caliber, but I was rolling an average of 4 dice to his one. This, I feel, won me the three games I played. Yes, before you naysayers shout "Nay!", Think about it. Why is solo Warlock so good? Because his damage threshold is incredible. Why is Dog Rush so good? Damage Threshold. Rolling 5 dice on average does more damage than rolling three dice.

I mean, look at the law of averages. If you do something enough times, every outcome will come up. In order to mitigate rolling blanks, we need to only do one thing (and it doesn't include dice cleansing or dice cups). Roll more dice. You can make riskier plays in high roll stunning with the d12, but in the end, what wins you the game is damage. Use your tempo advantage to roll more dice. It's why my belief that the Earth Wizard is just better than Air/fire Wizard. Sure, they all have their merits, but in the end, Hurl boulder and Iron Golem deal an incredible amount of damage for the small cost of 5 spell points. Granted, Golem is slow and nonliving, but with a battle forge and two mage wands (once one gets dissolved), giving him charge at the right time is incredible.

So, getting to my main point, more players need to incorporate a Damage threshold to win games. What is damage threshold? It is the the average amount of damage you want to be doing each round to the mage when you gain tempo. For my earth wizard, it's at least thirteen dice of damage a turn. This keeps the opponent on their toes, and you dealing damage. Is that all you need to do? No, of course not, but you need to use your tactical cards to put you in a place for you to deal the most damage in the least amount of time. Attack spells are important to every mage (even the Priestess), as are melee attacks, and in order to utilize them most effectively, I have found that pushing that last fifteen damage is made a lot easier with attack spells. Spending the points is well worth doing the damage, especially if it's not expected. Oh, and one more thing, Battle Fury. A well timed battle fury will just end the game. I was playing priestess with the vampiress opening, and because I was able to battle fury at the right time, I didn't need to worry about my priestess dying, although she only had about 6 life left with 3 creatures left to attack her, because I had a well timed, surprise battle fury, that, coupled with 4 hands of bim shalla, did 18 dice of damage when I needed it most.

This is a thought that I would like to expound on, but as I have only been thinking about it for a few days, I would really love some feedback and constructive thoughts on this theory. I do believe this to be accurate, because every game I have won was because I was rolling more dice than opponent in order to deal more average damage, thus allowing me to nail my opponent before he did the same to me. Thank you for taking the time to read my thoughts, and I hope you enjoyed!

37
Alternative Play / Drafting, a second thought
« on: April 08, 2013, 11:27:48 AM »
To draft in Mage Wars would be a brilliant concept, would it not? But, there are a lot of cards to go through, and building spellbooks can oft take a while. So, what is my solution? Well, I have two, but both encompass the same creating a "cube". Perhaps let's explain what a "cube" is before we go off explaining how we can use that concept. A cube is a set of cards, usually 360, that have specifically for use while drafting. In other words, you are drafting a fixed set of cards every single time. So far I have just been using a third core as my "cube", but I am working on shortening the card list, altering it to make it all the better.

So, let's say you have got a set of cards together all ready for drafting.

What now?

Well, these two solutions are a little strange, but they seem to really really work so far with 2 people. Before starting anything, take out the four mage cards, shuffle them throughly together, and each of you will choose a face down mage. Set the remaining two cards aside without looking at them, and each player then looks at their mage. this is the mage they will be building their spellbook around. Sort all your cards into Attacks, Creatures, Conjurations, Equipment, Incantations, and Enchantments. shuffle each of these six piles throughly, and then deal out 15 Attack spells to each player, putting the rest away. Each player will pick up their pile of fifteen cards, choose one, and pass their pile to their opponent. Each player will then choose one card from that new pile and then passes that pile to their opponent. You are going to keep picking and passing until all piles are exhausted. Next, deal out 15 equipment cards to each player, and repeat this picking and passing procedure. After equipment, you are going to deal out 20 creatures to each player (giving them a few more options), and then you are going to repeat the picking and packing procedure. And then you are going to deal out 24 incantations to each player, drafting in the same way as before. And then you will do the same (dealing out 24 cards to each player) for enchantments, repeating the same procedure. Now, what is interesting about drafting just the core set, is that players will each have a different mage to choose from, in most cases. As far as building spellbooks go, players still have 120 points to spend in anyway they want to, using all of the same stipulations that normally go into spellbook building.

For the second method, you are going to use that same method for choosing mages, but instead of sorting and shuffling separately, you are going to shuffle the entirety of the cube, and then deal 50 cards to each player. Next, each player will deal two cards in front of each other, forming a tableau of 4 cards, two in front of each player. Now, the player who chose their mage second will pick one of those piles, place it beside him, and then each player will deal one card on top of each of their respective piles. The next player will then choose a pile, place it near him, and then all players deal one card onto each of their piles. The next player will then choose a pile, place it on top of the first pile he had chosen, and then each player will deal one card onto each of their two piles. Repeat until all 100 cards have been drafted. Players have 80 points to spend on their spellbooks.


Well, try these out! Tell me what you all think, any improvements, suggestions, what have you...

38
Strategy and Tactics / Strength, an in depth look
« on: April 05, 2013, 03:26:28 PM »
We have spoken on both Mobility and Tempo, which are  important when you consider the final part of this tactical puzzle, which is Strength. Why is strength important, and what exactly is strength, as well as how we can use tempo and Mobility to create a greater Strength than just from cards alone. These questions are going to be the focal points of this penultimate article in this series on the importance of Tempo. So, without further ado, let us begin.

What is Strength?

Strength, in the most fundamental sense of the word as it relates to Mage Wars, is the average amount of damage a creature can do a turn. How can we figure out what the average amount of damage a creature can do per round of attacking? Well, Let us add up all the sides of the dice, ignoring critical damage: 0+0+1+1+2+2=6. Let's divide that by the number of faces on the die: 6/6= 1. So, on average, you will deal 1 damage per die. Remember, this is the average. The boon and bane of dice is that ofttimes you will either go under or over the average, but if we can judge them specifically on statistics alone, we can start to give a numeric value in regards to the strength of the card. Now, let's factor in armor. A creature with a single armor has the ability to block one die of damage. So, whereas a creature that does 2 die of damage will do on average 2 damage, it will only do one damage to a creature with 1 armor. Now, this really does change things in the grand scheme of things. You end up paying a lot more to deal damage. So, armor ALSO plays a huge factor in the strength of a creature, because it makes opponents pay more in mana and actions in order to deal with a creature that should be a lot easier to get rid of.

So, again, I will ask the question, why is strength important? Why not just jam all the creatures that deal the most damage and call it a day? As we all know, this game is not that simple. This will seem like a strange concept to some, but the fact of the matter is that there are better creatures than others. You, as the player, need to evaluate creatures based on four criteria:

1. Mana cost

This is where Tempo comes into play. Paying 15 mana for a creature that has 1 armor , 13 life, and 5 damage average is worse than a creature that costs 16 mana, has 2 armor, 15 life, and has vampirism. Figuring out what is better is an intuitive and studious task that can only be honed through trial and error. You need to play the most efficient damage creators with the least amount of mana possible. This will allow you to save mana to buff and support those creatures to keep them in play.

2. Damage average

A vanilla creature that does 2 average damage is strictly worse than a vanilla creature that does 3 average damage. This basis is incredibly important to figuring out what creatures should be played over others. We also need to realize that a creature that does 2 average damage and has a 25 percent chance to rot is better than a creature that does 2 average damage with a 50 percent chance to burn. Why is that? Because rot does not go away. It is a static effect that deals one damage at the beginning of each upkeep. So, a creature that deals two rot effects to the enemy mage will kill him in 16-20 rounds on it's own. This is completely different than a creature that can deal burns, because burns have a random chance of damage, therefore it does have a 33 percent chance to deal 2 damage. It also has a 33 percent chance to deal 1 damage. It also has a 33 percent chance to deal zero damage and be removed. 66 percent is not as good as a hundred percent, 3 grade maths will tell you.

3. Armor

 This is important when thinking about what creatures you should and shouldn't pump armor into. Having those creatures that deal a large percentage of your damage should have more armor than those creatures you use to help mobilize and increase your tempo while decreasing your opponents. Having your opponent sink spell after spell into your heavily armored creatures is what you WANT them to do. It denies them mana and actions, while netting you the same. Think about it. If you both had a static ten channelling, and you had a LoF out to his timber wolf, you have each paid 24 and 9 mana, respectively. Now, He casts a Thunderbolt on your LoF. He has now paid 19 mana and 2 actions to your 24 and one action. You ignore the timber wolf and attack the mage. He casts a second thunderbolt on your LoF, spending a total of 29 mana and 3 actions to your 24 and 1. You have gained a tempo advantage of 5 mana by offsetting your supply at first to threaten your opponent and frighten him into dealing with that huge threat.

4. What effects it can do

Finally, examining what effects a creature has is our final criteria for determining if a creature is playable in our deck or not. I have come up with kind of a quick list to the kinds of effects you want your creatures to have:

Flying, Channeling (free actions), Rot, Stun, Daze, Defense, Direct Damage, Incorporeal, Push, Ranged Attack, Weak, Taunt, Sweeping, Vampiric, Piercing, Unavoidable, Fast.

All of these effects will help you to gain tempo and hurt the opponent's tactics and strategy while setting you up to win.

Now, How can we use Tempo and mobility to help make our creatures stronger than just printed stats? Well, we can use cards like Force Push on creatures with slow to help get them into position to make their incredibly strong attack. Or we can use charge, or call of the wild even. I recently used two Rajan's Fury to turn two bitterwood foxes into attacking machines, forcing my opponent to lose tempo by dealing with these creatures and allowing me to take advantage of board position to send out two bobcats to really give him a hard time. You want to use the THREAT of dealing a lot a damage to help hinder your opponent into making subpar moves. Push your opponent into corners by using your strong creatures to force your opponent away from you and into retreat. You do not want to rely on a big creature to win the game on it's own. For the most part, I only win games when I use those big fatties to push my board position from almost winning to winning, and not as a means to an end. This is why understanding Tempo and Mobility is so vital to winning the game. Because the only way to win the game is through damage, and the only way to do that is through strength. Understanding when and how to use strength to your advantage is probably the largest learning curve in the game, and therefore it is one of the most important.

Thank you so much for taking the time to read this! If you have any comments or feedback, feel free to tell me. As I am newer to the article writing scene, I am but gaining experience on how to write and think critically as it applies to game theory. Again, thank you and I hope you enjoy!

39
Strategy and Tactics / Mobility, an in depth look
« on: March 27, 2013, 11:12:38 PM »
There is only one way to gain tempo advantage in Mage Wars, and that is through forcing your opponent to react. A good way to gauge if you have tempo advantage is to see what spells the opponent is playing. If they are spending both their mage’s actions on dissolve/heal/ face down enchants on themselves, go on the attack! It is the only way to win.

   But what is the best way to attack? Well, there is two true ways that I have found that have worked, and that is to damage and to choke. An efficient mage is doing both of these things at once in an effort to bottleneck enemy movement into a force that they cannot avoid. You can do 3 different things to bottleneck:

1.   Walls
2.   Creatures (preferably bigger)
3.   Traps

Let’s look at an example:

   The warlord has just spent his actions dispelling the wizard’s hawkeye and throwing a fireball in an attempt to force a retreat from the wizard. The warlock is in the upper left corner and the wizard is in the zone next to him. The wizard has both of his actions remaining. He uses the quickcast to cast a stone wall directly underneath the warlock, and then casts thunderbolt, stunning the Warlock, dealing six damage, and trapping him. While this is a simple example, it shows the power of choking out an opponent. If the mage does not have a free range of movement, that mage cannot efficiently attack without some consequence. This brings us to out topic of the day: Mobility.

   Now, you may be thinking: “What the hell does mobility have to do with tempo?” And the answer is that to most efficiently use the spells you need to win, you must be able to use them in the zone that will get the most use and be able to to move that zone in the least amount of actions possible. This may seems like an obvious concept, bet it’s nuanced application is not so obvious. I have lost many games simply because I could not get to where I needed to go when I needed to get there.  But, we will talk about about what you can do to mobilize you and your creatures in a moment.  What we will talk about now is how to stop the opponent from moving. If they cannot move, it will be nigh impossible for them to gain tempo, much less tempo advantage.

   The best way to do this is by stunning your opponent. This not only completely stops movement, but it also makes them lose all of their actions for a round. This gives you a full round to gain tempo advantage and is useful in aggressive,  mid-range, and control strategies.  For aggressive players, stun your opponent the round before you are going to deal the most damage as this dictates the moment you gain the tempo advantage. For midrange strategies, stun the opponent the round before you are going to move and attack with your biggest creatures and strongest spells. For control strategies, you want to stun your opponent as often as possible in order to build without consequence. Of course, you always want to stun your opponent AFTER they have acted for the turn. This provides the most efficiency for the mana you have used on the spell.

   Another effective way to stop enemy movement, and one that occurs the most frequently is the hindrance keyword . Hindering enemy movement can set you up for massive turns, but there is, in fact, a most efficient way to hinder. You want your opponent to have to choose between a rock and a hard place: either stay and fight a difficult threat, or move and fight a potentially more difficult threat. For this reason, hindering is most effective in aggressive and midrange strategy. With aggressive strategies, you want to be able to lead them (through hindrance) into a bigger creature pack, or damage mass, than before. For midrange strategies, hindering them into traps is an awesome idea, as it will oft act as a wall to the opponent, as most of them do not want to waste a seeking dispel on it, nor do they want to trigger it’s potentially harmful effect.

   The final way of slowing and stopping movement actually has two parts: enchantments, such as turn to stone and force hold, and walls. They are grouped this way because they are most effective in a control and midrange build. You can use these to stop movement, and allow you to build that engine that allows you to win the game. Using walls later as you start to gain the tempo edge will help you dominate the board, as well as using turn to stone and force hold to stop opposing midrange strategies from using big creatures while they, too, build.

   Often I use creatures as sort of walls for my opponents.  This the main use for huge fatties such as the hydra or the Earth Elemental. They are terrible for movement, but your opponent cannot rest in that zone any longer without much risk.  Strategic placement of creatures to use as walls can be just as effective as the walls themselves.

   But how can you maximize mobility for yourself and your creatures? Keywords.  Flying, elusive, pest, fast. These are all great abilities that will allow you to move your creatures with as little trouble as possible. And for your mage? Teleport and elusive with fast will make your mage as slippery as a mongoose.  Yes, that is a perfect scenario, but in it contains a point: any one of those are great abilities to give your mage. On a quick side note: most enemies will not use purge magic. It simply costs too much. Unless they are the wizard, of course. But to be certain, I usually beef up two creatures with a bunch of enchantments that will bait the mage into purging them. This may seem like a tempo loss, but removing that threat from their spellbook will allow you to beef your mage without consequence. This concept of baiting is still in it’s premature stages, but once I learn more, I will share. But, I digress. Destroy enemy walls. It is worth the mana spent to make them lose what could hinder you later in the game.  Set a path through the arena and keep that path clear. IT doesn’t have to be the entire board, but it should lead from one side of the board to another, going through the middle. This  will help in mobility for yourself and your creatures.
   
        We have covers two incredible topics: Mobility and tempo. Next time I will cover the final piece to this puzzle….

40
General Discussion / A Not-so-subtle review: Mage Wars.
« on: March 22, 2013, 12:59:37 AM »
The Backstory


I have always had a weakness for Magic the gathering. It was the first "real" game I was introduced to, and it continues to be of love and fascination with me even to this day. But, I have left the life of a casual but can't afford to be serious MTG player for the cheaper (and more fun, but in a different way) life of a board gamer. Now, that five hundred dollars for a standard deck can be spent on something like Eclipse w/ expansion along with agricola, seasons, Rftg plus expansions, and Mage Knight board game w/ expansion. All of that hours of gaming for the price of a single deck of Magic cards.

But how did go from CCG addict to board game addict? Well, Brian Kibler, of MTG fame, had championed his Ascension game all over MTG websites. All of his deck sleeves were Ascension. We happened to be picking up a set of dual lands from our FLGS one day when we came across this game, and on whim we bought it. Me and friend then spent all night playing this game, and we played it wrong for about two hours of it. We just could not get enough of this game. So, we played it. And we played it. And we played it. And we played it. And we played it some more. And eventually, we had figured out the game pretty well. We had figured out the best strategy to winning the game (getting to 7 battle and beating the Avatar down, in order to pick up every Mechana construction on the board). But, this was game that was all contained in one box and had everything you needed to play for months. For less than ten percent of a standard MTG deck. I was hooked. I went out, like most other board gamers when they first discover this world, and bought every single game I could find that was of any interest to me. Any game. I went from a collection of a game to about 10 in the span of a month. Yeah, I was a full on addict. Until I saw a video of a demo one day in the summer of 2012...

Mage Wars! This game was awesome! It seemed to have both the depth of MTG with the compactness of Ascension. I just HAD to have this game, there was no way around it. And then I found out it hadn't even been published yet. I searched everywhere, read everything I could about this game, and soon I came across an announcement stating that Mage Wars would be released at Gen Con 2012. And the next thing I knew, I went about 200 dollars into debt in order to go to Gen Con specifically with the intention to get this game and this game alone. I was going to do anything. I remember I even signed up for the demo just so that I could play this game, if by small chance I couldn't get it.

We get to gen con, and the first day, it is completely and totally sold out. What a bummer. I mean really. 200 miles, 300 hundred dollars in debt, for it be sold out! There was hope, however, in another batch being sold on saturday. This was to be my last chance to buy the game before having to wait a whole month to purchase a copy. And what do you know? It's sold out. So, I held out. Eventually, I was able to purchase the game, after waiting 6 months for it's release, and I haven't bought another game since. I now have 6 spellbooks, 4 sets of action markers, an Organized Play kit, Core spell tome 1 and 2, and the expansion, and I am hoping to buy two more cores. 1 for more cards, and one to sleeve up and cube draft with. That's just how much I love this game. I have never demoed a game before either, but I plan on demoing this game at every store in louisville, even if it's just to share this game with a few more folks. But why do I love it so much? Well, if you don't know anything about this game, here's an

Overview

So, the basis of Mage Wars is to kill the opposing Mage through the intelligent and tactical use of spells, creatures, enchantments, and equipment. This usually takes about an hour for experienced players, but for newer players it may take anywhere from 75 minutes to 2 hours, depending on the speed of play and prior knowledge of spellbooks and cards. But what are spellbooks?

Well, the first innovation that Mage Wars offers is the scraping of the old "shuffling" that so many TCGs and CCGs have offered in the past. That's right! There is no "Well, you just top decked the right cards, and I just got mana screwed." With Mage Wars, players construct spellbooks of different creatures, attacks, incantations, enchantments, equipment, and conjurations to form a book of cards that players will flip through and select out of each round of play. There is no hand of cards and a deck to draw from, just you and a spellbook.

The second real innovation that Mage Wars has to offer is the way you select your spells. While in M:TG you can play as many spells as you can pay for and have in your hand, in MW you are only allowed to cast two cards a turn. you pick these two cards at the beginning of the round, set your spellbook aside, and then use your Mage's two action markers to cast these spells.

But, what are actions? Well, played have a set of actions markers that are colored in one color (blue/red) and have one side showing a white starburst, and the other side being blank. Players will place one of these markers on their mage at the beginning of the game, as well a black "quickcast" marker that only the mage can have. The normal colored action marker will go on every creature that is cast throughout the game, but the black "quickcast" marker will only be on the mage itself. With these two actions, the mage can do a multitude of things, such as moving a zone on the board (there are twelve, set in a 4x3 shape, with each mage set in a an opposing corner), they can cast a quick spell, or cast a full action spell, usually being a creature, or a huge thunderbolt, or a hail of stones. The list goes on..

Now that I have given a brief overview of what actions are, I can explain the third and final true innovation to Mage Wars, which is it's action allowance system. You only have as many actions as you have creatures. This completely gets rid of the broken combos of M:TG. You have to fight to win in this game, and you have to fight hard.

This game just seems too good to be true, but are there any downfalls?

Downfalls

This game does have a pretty steep learning curve. Yes, it is easy to grasp the basics of this game, but you will be referring to the rulebook many times before you fully grasp all the mechanics this game has to offer, in addition to a lot of key words. In all honesty, though, I did not find this game any harder to teach and to play then many other games. In fact, I found this game easier to teach than a lot of the other games I own.

This game is also a time investment. If you really want to get the full enjoyment out of the game, you are going to have to build your own spellbooks, think about your own strategies, and invest thought into winning. It is still an incredibly fun game with the preconstructed spellbooks, but in order to really feel the depth of what your mage can do, I would advise that after learning this game thoroughly, to create your own spellbooks.

Did I skip the strengths? I don't think I di- damn it.


Strengths

There are so many, I'm not sure where to begin... This game is great as a beginning game for card players, or as a veteran gamer. It has both the depth and fun that both parties need and strive for to play this game.

The fact that you roll dice to attack ( I didn't tell you before because I didn't want to make it seem to good to be true, but now that you are here...) makes this game all the more fun. The game comes with 9 red d6s and 1 yellow normal d12. The d6s are specially designed to contain 2 blank sides, one normal 1, one critical 1, one normal 2, and one critical 2. You roll these dice and add them together to attack. Rolling one dice or two dice is fun once or twice, but I can say that rolling 10 dice just to damage one creature is incredible feeling many times over. The number of dice does mitigate the luck, as well. I can guarantee that you will roll damage, because there are just enough dice to roll to not be lucky, but not too many dice that it just becomes tedious.

Designing your own spellbook is a game itself in that finding the best cards, balancing reactive cards with active cards, and fitting that all into one constraining mold is not only a challenge, but it is entertaining. You may think that constraint is a bad thing, but without rules, a rebel cannot create. With the core set alone, you have 322 spells to choose and create from, and with the two tomes, you now have 542 cards to play with. If you decide on the expansion, you now have 758 cards to form spellbooks with, and two more mages. If that isn't enough replayability, then maybe gaming just isn't your thing... only kidding!

The fact that this is a tactical card game only makes it all the better. Between the bluffing mechanics and the movement mechanics, you will burning your brain every single round for the best possible move of your creatures. There is nothing but interaction between players, but it isn't a "take that" sort of interaction, it's more of a "okay, I'm going to kill you now." sort of interaction. Mage Wars is designed to give the player who can better handle that interaction the win. This is why the learning curve is so steep, but also why it's so fun. You are constantly learning new information, figuring out opponent strategy, stopping movement, making your opponent retreat, and sending creatures off to battle. It's when to do all of these things that make this game so incredible.

So, I guess it's kind of obvious what I think about this game, right?

A Not-So-Subtle Opinion

I do think this game is for a lot of people. Between it's cheap to purchase, lots to play packaging, and it's depth of play, I think that this game is well worth the time it takes to learn how to play, and how to play well. It also has incredible component quality, and if anything is wrong with the components, Arcane Wonders staff is right there to help you in any way, which is another reason to fall in love with this game. Every question I've had has received prompt, courteous, and caring reply, and I cannot give any more of a glowing recommendation for all they do. I had an order from Arcane Wonders that not everything had arrived, and within a business day I had a representative with an order out for me. When I had problems with my mage books bubbling up, they instantly sent me new ones. They are a great company with so much to offer, with the added benefit of having an incredible product in Mage Wars. My only hope is that this review will encourage new and old players alike to at least try this game out. If you, don't be afraid to message me with your thoughts on it, if you want to purchase it. I love to talk anything and everything about this game. Although it is still a baby as far as gaming goes, I am a life longer to Mage Wars for its indepth and thoughtful gameplay, replayability, deck design, customer service team that is off the charts, it's innovative mechanics, and finally, because hell, we all like to roll a lot of dice. c:

41
Strategy and Tactics / Tempo: an in depth look,
« on: March 15, 2013, 05:44:55 PM »
Mage Wars is an incredibly interesting game in that most of the strategy in the game is in the spellbook design. Once the game begins, most of your thought is in the tactics. In order to clarify and delve into what exactly this means, we first need to define the difference between strategy and tactics.
   

Most card games are strategy games. If you look at RftG, GtR, M:TG, etc., you are planning what you are going to do in future turns in order to win the game. This is strategy. You are using resources you have (be it actions, mana, gold, stone, wood, etc) to not only do what you can on your turn, but to use what you did to plan a better outcome in a future turn, than just gaining a single resource, or gaining just one VP.
Mage Wards is similar to other Deck Building card games in that you want to channel your build towards a specific strategy in the most efficient way possible. You probably aren't going for a mana denial strategy with a Warlord because it costs a severely inefficient amount of spellbook points. But this is where MW stops going down that same strategic path. To explain that, let's look at deckbuilding strategy in M:TG. you can add any card in your deck, as long as you have at least 60 cards in your deck and only 4 of each copy. Mage Wars allow you to only have one copy of a spell that is always accessible.
If we examine further into deckbuilding strategy, we delve in the abstract concepts of card advantage and mana curves, both of which are vital to the success of any given M:TG deck. With the lack of card draw present in MW, these two key elements are eliminated for a more tactical mechanic of having a set amount of mana gained from the beginning of the game and allowing the player to choose and play any 2 spells they have in their spellbook. This limit is due to game mechanics, unlike in M:TG, where you can play as many spells as you have in your hand (and that you can pay for). This interestingly enough, is the reason infinite combos can't work in MW (at least for now). But I'm digressing. This nonlimit to number of spells cast is what makes them more efficient in M:TG than creatures. By allocating actions to the creatures instead of just the mage, MW offers a different sort of card advantage, which I will attempt to coin as action allowance. This means that the more creatures you have, the more actions you can take, which in turn represents a better opportunity you have to gain an advantage over your opponent.
But what actions you have available are important, as well. Having an attack action available with one bitterwood fox is strictly worse than having an attack action with a gorgon archer, assuming you can hit. So how do you decide what actions are strictly better in any given situation than in another situation?
This is the reason MW is a game of tactics more so than strategy. What you do directly affects what your opponent does will directly affect what you do. This is where I offer a better comparison than that of MW and M:TG.
This is one other game that I really study and have found the reactive dynamics just as important as those found in MW. Hive is an abstract strategy game that is often incorrectly compared to chess. Hive almost a strict game of tactics, in which you are constantly reacting to what your opponent does. Now, there is more strategy than in MW, but it is a reactive sort of strategy, rather than offensive.
So, if you are doing nothing but reacting to what your opponent does every turn, how are you going to win? I'll give you a hint: It's important, even critical, in MW, hive, AND M:TG. Got it? It's tempo. The key to not reacting and to start action is through tempo advantage. Tempo is defined as the pace of the game. So, tempo advantage is where you as the player dictate what the tempo is. By controlling this, you are effectively controlling what your opponent can do, or will do, to win the game. This is the key to winning the game no matter what mage you are. When you gain that tempo advantage is decided by how you design your spellbook strategy.
If your build is aggressive, you want that temp advantage in the early game, to try and finish them off before the reacting mage has the chance to gain the advantage back.
If your build is more of a combo/conjuration build (in M:TG called midrange), you want to gain that tempo advantage as soon as you are built up enough that you don't have to worry about your engine being broken. This can be done earlier or later depending on what you need to set up. An interesting tactic to employ with this build is to let your opponent deal with a highly destructive creature while you set up. This can allow you to gain that tempo much earlier than is usual with this midrange sort of build. This can save you tons of resources while at the same time causing your opponent to spend valuable resources to try are rid himself of your beast.
What if your build is one of control? This is the hardest build to play (along with aggressive strategies), because you have to survive long enough to swing the tempo in your favor. The most efficient way to do this is to have your spells be both reactive and active at the same time (AOE spells, reverse attack/magic, traps, teleports, etc.) This is best done through mana denial. You need all of this reactiveness, because you most likely won't be gaining that advantage until the late game.
Well, I have game waiting for me, so I think I will retire for the week. But next week, I want to talk about different builds and how they will specifically act and react. Thank you so much for reading, and if you have any thoughts about what I should add, or if you don't agree, please, feel free to tell me. And if you like what you are reading, share what you think, and I would love to keep writing for the MW community!

42
Spellbook Design and Construction / Earth Wizard
« on: March 06, 2013, 09:04:33 AM »
Alright, so with the advent of the Warlord's massively awesome earth spells and creatures, I birthed an idea.... Iron golem and hurl boulder are incredible. No you can't lightning ring or flame ring to get the +1, but when facing a warlock, flame is terrible, and everyone seems to love elemental cloak these days. Earth gets past this. So, here is what I have come up with so far....

Attacks:

2x Hail of Stones (4)
3x Hurl Boulder (6)

= 10

Conjurations:

1x Battle Forge (4)
2x Mana crystal (2)
2x Wall of Stone (4)
1x Quicksand (2)

= 12

Creatures:

1x Darkfenne Hydra (4)
1x Earth Elemental (5)
2x Gorgon Archer (8)
1x Iron Golem (3)


= 20

Enchantments:

1x Block (2)
1x Circle of Lightning (4)
2x Decoy (2)
1x Hawkeye (2)
4x Nullify (4)
2x Teleport Trap (2)
1x Reverse Attack (4)
2x Turn to Stone (6)
1x Reverse Magic (2)

= 28


Incantations:

3x Dispel (3)
2x Dissolve (4)
2x Charge (4)
2x Teleport (4)
2x Sleep (8)
2x Seeking Dispel (2)
1x Purge Magic (3)
2x Sniper Shot (4)
1x Steal Enchantment (3)

= 35

Equipment:

1x Elemental Wand (2)
1x Mage Wand (2)
1x Dragonscale Hauberk (2)
1x Deflection Bracers (2)
1x Moonglow Amulet (1)
1x Leather Boots (1)
1x Elemental Cloak (1)
1x Enchanter's Ring (1)
1x Regrowth Belt (2)
1x Arcane Ring (1)
= 12


For the not so obvious selections, I have deathlock because regen is a problem in my small meta, two wands for dissolve, they do get dissolve happy. I am testing out susurko... Any thoughts, suggestions? It's 2-0 right now, but we will see as time goes on..

43
Rules Discussion / tournament rules?
« on: March 05, 2013, 11:08:11 AM »
I'm just wondering where I can find the offical tournament rules for Mage Wars?

44
Rules Discussion / On incantations and enchantments
« on: March 05, 2013, 10:56:50 AM »
Hello!

I am fairly new to this game and I have a very specific question: Can you cast teleport on yourself? If not, is there a reason?


My second question is, if you quickcast an enchantment, do you always have to pay the facedown and face up cost, even if you are playing the enchantment face up?


Thank you!

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