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!