Hey all! I've been had MW for about a month now, and I've had a lot of fun. It's certainly refreshing for a game with such an overused theme (general fantasy) to have very unique game mechanics and such. Mage Wars has quickly crept up my favorite games list, and just after 4 plays. I have some impressions about this game, and I though I'd share them with you guys. Warn me if anything I've come up with is blatantly wrong, because I want to make sure we are following the rules.
1. Powerful cards - This game, thankfully, doesn't seem to have a power creep. It is relatively balanced, and we haven't had any blowouts. In fact, all of our games came down to the last wounds! I love to see that. Now that being said, there are obviously some cards that are a bit better that the others. Namely, Dispel, Dissolve/Explode, Teleport, Block, Nullify, and Bear Strength are all cards that are pretty much auto include. Everyone who I've gotten to play agrees that they feel pretty naked without these cards. In addition, three cards in particular seem really good as well. Sleep, Resurrection, and Power Drain are really good cards, and everyone in my group makes sure to include at least one of these cards in their deck.
2. Spawnpoints & mana conjurations - Spawnpoints and mana conjurations (Mana flower/crystal) seem to be the most important conjurations you could possibly have. Both of the games I lost, I lost due to allowing my opponent to set up his pentagram and battle forge. Not going to make that mistake again. And the Beastmaster's lair, which seems to be the best spawnpoint, has been an absolute murderer. It allowed me to basically summon bobcats, foxes, and falcons for 0 or little cost, giving me time to focus on summoning the big creatures, like the grizzly. Mana structures seem to be essential, as low channeling means you are screwed. In one game, the priestess used man flowers and a moonglow amulet to bring her channeling to 13. She was pumping out creatures, and buffs, like crazy. With help, of course, from her spawnpoint.
3. The necessity of good equipment - Good equipment seems to be able to really make or break you. In every game, within the first two turns, the mages have given themselves at least 2 pieces of equipment, at least one of which is a ring that provides discounts on some cards. In addition, it seems that every mage except the wizard (due to voltaric shield and arcane zap) needs to outfit themselves with at least one weapon. I lost my first game as a beastmaster for multiple reasons, but a major one was his lack of combat capabilities. I didn't make that mistake again. In the priestess game, I outfitted her with an Ivarium longbow. When my warlock opponent summoned Adramelech, I summoned Valshalla, and they duked it out in the zone in front of my mage. She and an archer pretty much singlehandedly killed the fire demon lord (Valshalla was agonized, but he couldn't leave such a powerful flyer alone, even with a low attack). Good equipment seems to be the key, because all of the other spells can be greatly benefited from discounts, buffs, etc.