On randomness: I think Mage Wars has just enough randomness to introduce an element of unpredictability and controlled risk-taking. With nonrandom damage (ie M:TG or WoW), you could look at a bunch of creatures and instantly know which creatures will die in a single attack. You then plan your moves around that knowledge.
In MW, I can look at a bunch of creatures in a zone and say, "This grizzly bear has 3 health remaining, but he has 3 Armor. If I melee him with 4 dice, I might kill him but it's no guarantee. I really want to make sure that he dies before he gets another 7-dice melee attack off; so I'll Hurl a Boulder at him." That's an 8 mana expense to mitigate some randomness.
Over the course of an entire game, there are such a large number of attacks and defense rolls that all of the randomness averages out. Even the effect die randomness (which can feel very random indeed) averages out over time. MW is definitely much less random than M:TG or WoW where an excellent draw can win the game right away.
Out of the many, many games of MW I've played, I have not had a single game where at the end of the game, the losing player said "If only I rolled better I would have won." Instead, I say (and hear other players say) things like "If only I had placed that spawnpoint in a less vulnerable position I would have won," or "If only I hadn't attacked into a Reverse Attack I would have won," or "If only I'd killed your creatures before trying to focus-fire your Mage, I would have won."