Thanks for the response, Imaginator.
I agree there is a lot of miniatures in Mage Wars (Malifaux comes to mind with its detailed thematic cards). However, I am trying to smooth the transition of seasoned Magic players into the game. Not trying to teach them miniatures (which most play too). You have to admit there is a lot of Magic in the game. Enchantments and artifacts/equipment that you remove with a spell. Summoned creatures as main threats and sorcery speed attack/utility spells (enchantments are your morphed instant effects). Even the activation and ready markers I explain to them as "tapped" (exhaust in many other games). I try and highlight these similarities to make them feel comfortable learning the game.
Mage Wars card types and traits are very familiar to Magic players. However Mage Wars adds some amazing new dimensions to Magic.
(a) tactical board position (Summoner Wars, D&D 4E)
(b) retain damage (Summoner Wars, D&D 4E)
(c) kill-the-king via alternating turns (Chess) with turn overlap (War of the Ring)
(d) accumulate unused mana (Summoner Wars magic pile)
(e) temporary and permanent conditions (D&D 4E)
(f) deck-building with card influence costs (Netrunner)
(g) must retain "fantasy realism" (D&D 4E, although that is debatable!)
(h) choose not draw - entirely original to Mage Wars in my experience
Now I want to stress that an idea only needs one element to be original to be entirely original. There are very few original ideas really, just improved variants. So it was genius of Bryan Pope to one day laterally think "what if my trading folder is my deck that I choose from?". And to top it all, the product he has created is far greater than the sum of its parts, an original entitity in itself. In evolution, mongrel mutants can become the new superior species and that is what has happened with Mage Wars. It is its own unique cross-genre game and its design should appeal to so many different gamer subgroups. To call it mainly a miniatures game or mainly a card game or mainly a boardgame or a mainly a fantasy roleplaying skirmish experience is to do it a disservice. It is multi-class, all of them!
I personally don't see Mage Wars as primarily a miniatures skirmish game. Sure it can be (Warlord is 100% that way but Forcemaster is 0%, other mages can be built to either end of the spectrum to varying degrees). I admit the new 2 swarm factions move it closer that way. But anyone who played Summoner Wars (pales in comparison, have not played it since I learnt Mage Wars) would have assumed Druid vs. Necromancer would be Swamp Orcs (with their vine walls) vs. The Fallen (undead graveyard recursion). Except from what I have seen from previews, this was utterly wrong and unfair: mechanics are very different, cleverer, the expansion is about Life vs. Death (like Horde vs. Near Solo in first one). The perspective we have of it is based on our background, picking up on the influences that every game has.
Sorry, I didn't mean to take issue with your viewpoint quite so strongly. I appreciate why you view Mage Wars as mainly a miniatures game with cards. I just wanted to highlight all of the many influences the game has and how others may see the game differently.
Back to the topic. Have you ever seen Magic players mull over for soooo long deciding how to play just 1 out of the 2-8 cards in hand? Now give them a spell-book (even in Apprentice) and their minds explode!
I have thought about using a phone stopwatch but that pressures them even more! Then their hands get a nervous twitch because they have no cards in hand to constantly skiffle. It's a seriously sad sight.
All I'm trying to do is gently introduce them to the game. So game mechanics become more like Magic but they learn about board position, damage/armour thresholds, lifetime value, accumulating mana. They are all big new concepts to a Magic player. They are not bombarded with so many spell choices, just a few. The luck factor is increased so "every dog has its day". Hey, nothing wins a new recruit more than a first game victory.
I never played Apprentice. I don't think I ever would because of
* the half board reducing mobility
* generic mages removing flavour
* the unfocused spell books with so similar strategies
I can't remember the other issues but it all looks so awful really.
These Magic players at my local club are better at Magic than me (I've lapsed from my heyday, prefering to play all types of games, Mage Wars currently my favourite with its cross-genre elements). I think they will be similarly put off by Apprentice because they are pretty clever. Mage Wars mechanics aren't hard to grasp, incredibly intuitive, a strength. The biggest barrier to entry is the overwhelming choice from a spellbook that an analytical brain, not familiar with the book, will find "too much" at first. For good Magic players micro-plan all their plays.
Does anyone else have this problem when teaching the game? That people are put off by the overwhelming choice which is the greatest unique element but also the most challenging barrier to overcome?