I tried to edit my post, but it didn't work for some reason. So I started a new thread. Board ops can move it necessary.
I made changes based on suggestions and playing 4 games. This guys went 3-1 in those. Today, I went 2-0 in our organized play using the book below. Keep in mind, I'm using a Core, Spell tome 1, spell tome 2, promos given out at local org play, and I snagged a Sectarus from a player.
Deck Created with CardGameDB.com Mage Wars Deck Builder
http://www.cardgamedb.com/index.php/magewars/mage-wars-deck-builderMage:
Warlock (Core)
Attack (5)
Fireball (Core #1A04) x2
Flameblast (Core #1A06) x2
Ring of Fire (Core #1A12) x1
Conjuration (4)
Idol of Pestilence (Core #1J11) x1
Deathlock (Core #1J19) x1
Tanglevine (Core #1J22) x2
Creature (4)
Necropian Vampiress (Core #1C26) x1
Goran, Werewolf Pet (Core #1C17) x1
Flaming Hellion (Core #1C16) x1
Dark Pact Slayer (Core #1C03) x1
Sesiryx (Demon Familiar) x 1
Enchantment (22)
Stumble x2
Ghoul Rot (Core #1E19) x3
Magebane (Core #1E24) x2
Marked for Death (Core #1E27) x1
Poisoned Blood (Core #1E31) x1
Agony (Core #1E09) x2
Chains of Agony (Core #1E04) x2
Enfeeble (Core #1E14) x2
Hellfire Trap (Core #1E22) x2
Death Link (Core #1E08) x1
Bear Strength (Core #1E01) x2
Cheetah Speed (Core #1E05) x1
Harmonize (Core #1E20) x1
Vampirism (Core #1E40) x2
Equipment (9)
Demonhide Armor (Core #1Q05) x1
Lash of Hellfire (Core #1Q14) x1
Moloch's Torment (Core #1Q21) x2
Ring of Curses (Core #1Q28) x1
Fireshaper Ring (Core #1Q10) x1
Regrowth Belt (Core #1Q23) x1
Elemental Wand (Core #1Q08) x1
Sectarus x1
Incantation (12)
Drain Life (Core #1I08) x1
Battle Fury (Core #1I02) x1
Dispel (Core #1I06) x3
Dissolve (Core #1I07) x2
Seeking Dispel (Core #1I24) x1
Shift Enchantment (Core #1I25) x1
Teleport (Core #1I28) x3
Wall (2)
Wall of Fire (Core #1W03) x2
Game One was against a forcemaster. My opening was:
Turn one: Summon Imp Familiar, ring of curses qc
Turn two: Move imp one space north and cast first curse, summon Firebrand Hellion and make Bloodreaper, skip qc
I ultimately regretted the bloodreaper move. Seemed cool at the time, but it only netted me an extra 2 dice one time.
As soon as the FM got in range (turn 2), I immediately started the curse volley. I started out with Enfeeble to slow her down. I got about 14 curse damage in before things go interesting. We eventually ended up in the far corner together with her surrounded by a dark pact slayer, my hellion, and me. Mind control and charm are a PITA. With us both past 20 damage, I finally broke free with a Drain Life, which, although pricey, has the wonderful ability to get past all defenses and other problems and heal me. The imp provided the final blow, doing 1 point of damage to finish it.
The second game was against a Wizard. He had initiative. I queued up a cheetah speed and ghoul rot. He cast two mana crystals and moved out a space, so I was able to cheetah speed and rot him on turn one.
Turn two he summoned his gorgon, and I moved a space closer and equipped sectarus and mage baned him.
Turn three, I QC'd into his zone with a teleport after he passed tanglevined me on his qc. He moved his archer out of the zone, and I quickly followed and attacked her. I used sectarus to ghoul rot her to stop the regeneration.
Over the next few turns, I worked on his gorgon while he retreated a bit. He did get one shot off with the gorgon and weaked me once. But we ended up in roughly the same squares - me with a hellion, and him with an earth elemental and huggin. Suffice it to say, I took two earth elemental punches in the face, and we ended up with me in the same square as him and his elemental with 20 damage on me, him with 24 damage, and my hellion in the adjacent square clinging to life. through a series of unfortunate events for him, he was never able to stop to get rid of the ghoul rot.
At this point, we both realized that this was probably it.
He queued up battle fury on his elemental with huggin, and a hurl boulder (I think) with his mage. We counted it up, and his total attack that turn was going to be roughly 21 dice. He had his shield on and I had 20 mana, so I queued up (ba badda ba!) - Drain Life! I had the initiative. So I qc'd Drain Life, and after rolling nothing but crap for most of the game, I rolled an out of my mind 9 damage. Game over. Final life went from being 20 to 24 to 12 to 32.
Lower in the postings, there was some question about drain life and it's cost. I had two good rolls with it today, but late game - drain life is invaluable. I may try to find a way to get another one in this build. Sure it can be nullified, but otherwise, it's basically an unavoidable fireball + minor heal all in one. It's a game ender if ever there was one.