Forcemaster vs. Warlord The ForcemasterThe Forcemaster is the first mage we get to experience when we delve into the first expansion for Mage Wars, and boy is she a strong one. She has a base life of 32, a channeling of 10, and an armor value of 0. She is trained in the school of Mind, with an opposition to any creatures outside of the Mind school. What does this mean? Well, basically that she is designed to be a solo mage! With almost all creatures costing a heap of points to include, most players will utilize her force weapon, Gravitar, with a Dancing schimitar, to do most of the damage she needs to win. She, again, is not an easy mage to play, but she is built on combination play. Doing long chains of attacks for average amounts of dice build up over time to be something incredibly devastating.
Her first ability is the Deflect ability. For 1 mana, once each round, she can use a defense to stop an attack. It is a 7+, which is exactly 50 percent to dodge, but you can use a defense ring to increase those chances of the deflect working. It is a luck based ability, do not forget that. A lot of players make the mistake of not properly applying armor to the Forcemaster, and instead relying on multiple defenses to do the job. This is a pipe dream, my friends. You need to prepare for the worst, and especially because she has a low starting life total, armor is necessary in a book of her style. Not to fret though, because she can use Battle forge to great effect. She needs as many full actions as possible to attack, so using the Battle forge to cast her necessary equipment is vital to her victory. As well, she has an inherent weakness to builds that use a lot of creature based attacks to get the job done, so will want to include those forcefields to really help you get to the mage as quickly as possible to end the game as fast as you can. She also has an extreme weakness to kiting builds- builds that can move around the board quickly to get away from an opponent. Tanglevines and teleports will be your friend here.
Her second ability kind of helps against the kiting opponent, though, and that ability is Force pull. For 1 mana, at a range of 1-2, she can pull the opponent one zone closer to her. This is phenomenal in conjunction with her combination attacks, as it allows you to get that much closer to the opponent in order to get the attack off.
There is also an inherent benefit to spending most of your time melee attacking- you stockpile a lot of mana. And by a lot, most FMs end games with somewhere between 25-40 mana in their supply. You can use this to cast powerful enchantments that stop your opponent’s creatures from attacking, or by casting a few powerful creatures of your own. One that comes to mind, and is in school, is the invisible stalker. His power to not be targeted is a fantastic one, and he rolls a fantastic amount of dice. He does have a low starting life total, though, so be weary of opponents that can easily cast ethereal spells. He is also weak to the Warlocks curses, so make sure that when he attacks, it’s the last action of the round! IF you want to go out of school, there are a number of great creatures to choose from. Personally, I love Cervere, as she is able to move around the board quickly and efficiently for cheap. As well, you can try out grizzly bear (who is great in pairs!). You want creatures that are a good cost to damage, and that can move around the board quickly with as little assistance as possible. So, Darkfenne Hydra may not be the best choice of creature for you. You also want a creature that can last. You are paying a lot of spellbook points for him, so make sure it’s a creature that will stay on the battlefield and do work for you instead of simply dying.
Spells like Charm, and Mind Control are great spells to stop your opponent’s big creatures from attacking, or even turning to your side! The huge downside of these spells is that they have a large upkeep, and cost a lot of spellbook points, so I would choose between using these spells and including creatures of your own. Including both would be extremely unwieldy, and require far more resources than you have time for. Personally, I am a bit more partial to including creatures of my own, for the simple fact that I know they will stick around longer than a Mind Control would. Mind Control and charm are more of tempo plays, as I see them. You Mind Control something, it is stunned, meaning you can’t use it that round, but neither can the opponent. Next round, they dispel it. It is stunned again. Meaning for 2 full rounds, you’ve put a huge threat out of commission. Make use of that time, and don’t just sit around. It will benefit you more in the long run, I promise.
The Warlord Ah, now we come to murky depths that house the Warlord. It has been touted that this mage is the weakest mage of Any we have seen thus far, and at first, I had to agree, but now, I’m not so sure. The problem lies with… well, we will get there. For now, he has a starting life total of 36, and armor of 0, and a channel of 9. He has training in the Earth and War school, with an opposition to anything Arcane. This is thematic speak for: “He’s not the brightest mage”. And with that, we come to the first real problem of The Warlord. As we talked about before when discussing the Wizard, the school of Arcane is a MUST need school by almost every build in existence. You need spells like Dispel and Teleport in order to properly defend against the onslaught of hurt the opponent hopes to bring to you. Making Arcane spells cost triple really, really hurts. This is the most touted of reasons that the Warlord is bad, but I think that there is another reason as well: The War school is really underdeveloped. It’s not that it is bad school, it’s not at all. It’s just really hard to build a feasible winning strategy out of what is given. Now, that being said, I do think that the Warlord still has the power to win, but I think it will take much more creative talent that when building with any other mage.
His first ability is entitled Veterans, and says that “whenever a friendly non-mage creature melee attacks and destroys an enemy creature, place a veteran badge token on that creature (maximum one per creature). That token grants melee +1 and armor +1. At first glance, this seems like an AMAZING ability, but it has one major flaw: it is counter intuitive to the very object of the game itself, which is to kill the mage, not it’s supporting units. But I do think it can be used effectively. How? Many players think that because the Warlord has a +1 Battle Skill that he should be played aggressively, whereas his other abilities evidence something completely different. He should be turtling, and letting his soliders do all his work for him. Isolating threats and taking them out makes the Veteran skill fantastic! The only downside to a turtling strategy is his rather poorly made barracks, which can really only cast a creature every other turn, and that’s with a harmonize, which, you guessed it, is Arcane. But if you can look past that poor spawnpoint, he really does have some great options. He can stop the opponent from reaching him with a well placed Grimson, Deadeye sniper. He can use Thorg’s taunt ability to stop any huge threats from getting through. He also has a great amount of command spells at his disposal that allow his creatures to do the work for him instead of himself. Another trap players fall into is thinking that the tiny goblins are playable. Most of them have such a fluffy life total I wouldn’t consider them period if I was building a Warlord deck. The Warlord as well has a great dwarven interceptor that can guard with the absolute best of them.
So, what is his second ability? Battle orders, of course! Once per round, the Warlord may pay 1 mana and as a quick action cast one of the following quick action spells which last until the end of the round and effect all friendly soldier units in his zone at the time it was cast:
1) To battle! - gain the charge +1 trait.
2) Release Volley! - gain ranged +1 trait.
3) On Guard! - Gain melee +1 and armor +1 trait while guarding.
Again, this ability hints at something more than an aggressive build. This ability rewards you for having multiple strong units in play, something an aggressive build could not support. With the Horn of Gondor (I know, but that’s what I see!), instead of only effecting the creatures in his zone, it affects the entire arena! Powerful 1 turn Rajan’s Furies, or Hawkeyes, for the cost of one mana!
The Warlord is not an easy book to build, or play. It relies on heavy turtling and heavy tactics to make work, as well as creative openings and plays to really make work. It is an interesting puzzle that I think can be worked out now, but I think we will see more support for it in the future. If you like thinking a strategy out, and using highly creative, unorthodox ideas to get the job done, the Warlord is for you. Just be prepared to lose my friend, as it will take a lot of work, and tweaking, to perfect this mage. But if you can do, I will bow to your name and kiss your feet. I swear it.
The Conquest of KumanjaroThe Priest And now we come to the First Alternate mage ever released, the almighty Priest! With the power of Fire and Brimstone, he will Daze you with the Light of Asyra! He has a base life of 34, and a base channel of 9, with 0 starting armor. He is a lot more aggressive than the Priestess, so you must keep that in mind if you want to stand a chance fighting with this mage. He is trained exactly like the Priestess, with Holy School and an opposition to Dark.
His first ability is the holy avenger trait. When a friendly non legendary holy creature comes into play, you may pay mana equal to it’s level +1 in order to place the holy avenger marker on it. That creature gains +5 life. The first time this creature makes a melee attack against an enemy creature, and that enemy creature attacked and damaged a friendly creature this round (other than the Holy avenger), this creature gains melee +2 and piercing +1. It is a strong ability, but I’m so sure it’s worth the mana cost. With a base channeling of 9, the Priest will already have his hands full equipping up himself to make real use of his second ability. That being said, he will need a way to protect himself, and putting the holy avenger on a Guardian Angel is a seriously strong way to play. As well, you could place it on a Knights of Westlock, who already swings for a lot of damage. It is a way for the Priest to protect himself, as well as punishing anything that dare strike him. It’s an ability you will want to get out early in order to make full use of. And honestly, I feel the best way to play with the holy avenger is to have to two creatures in the zone with the mage. Maybe both a Knight and a guardian. Holy avenge the knight and guard with the angel, that way they have to attack the Angel, and when they do, the Knight can rock back with 7 dice. This, as well with the Priest having a staff of Asyra, dawnbreaker ring, and maybe a Bear strength, and you should be good to go!
His second ability is a wicked one as well. For one mana, once per round when the Priest deals light damage to an enemy creature, he may place a burn token on that creature. Auto burn?! Yes. And including some amount of burn spells along with that can only up your chances of stacking burns on the opponent. It is an incredibly strong ability that should be built around for best effect of the Priest. He also has a different kind of basic melee attack. He only attacks for 2 dice, but on a 9+, he dazes the target. This is an inherent Pillar of Light, and can also be used to great effect.
I feel that the Priest is one of the least explored mages at this point, but not because he is weak. Simply put, he is rather new in the field of Mage Wars, and his abilities are varied enough for players to really have to think about what they are building and how they are building it. If you really like to play with a tempo style of aggression, this mage is for you. As well, the Priest does a fantastic amount of work against the Undead, so make sure you keep that in mind!
Johktari BeastmasterAnd now we come to my absolute favorite mage to play, and also one of the least played mages around. She also has a base life of 34, channel of 9, and 0 starting armor, but she plays drastically different than the Priest. She is trained just like the Beastmaster, with a training in Nature with an opposition to Fire. But she plays ENTIRELY different than the Straywood Beastmaster. And it starts with her abilities.
Let’s look at her first ability. She has the Fast trait. That’s it? Yu- WAIT WUT/?@! Does that seem powerful to you? At first glance, this ability seems overpowered as all hell. It’s not, but it is great. Having the ability to move two zones AND cast two quick spells is an ability that should not be taken lightly. She has the inherent kiting that the Wizard has to use teleports for. With elusive, there really is no stopping her. But this also leads away from super aggressive styles of play, as well, which the Straywood Beastmaster does do better. She likes to sit back in the trees and wait for the right opportunity to pounce, rather than going to the enemy.
Her second ability is called the Wounded Prey ability. Whenever a friendly creature attacks and damages an enemy non-mage creature, as a free action, you may place a wounded prey token on that creature. All subsequent attacks made on that creature gain +1 melee. If the creature is destroyed or healed completely, the marker moves back to the Johktari beastmaster. This is the “Isolate and destroy” mechanic we have seen used throughout the different controlling mages here, and I think it is done the best with this ability. The ability to destroy your opponent’s creatures without disadvantaging your own is powerful in it’s own right, but downright giving them more power to destroy a threat is a power all on it’s own. This ability is only made stronger in the third ability the Johktari Beastmaster has.
Ranged Ability. She gained +1 ranged for each nonspell attack she makes. This is good, but what makes it even better is the hunting bow she possesses, which, when coupled with the Wounded Prey ability, makes her ability to isolate threats almost unstoppable. I know with games I’ve played, I’ve one shotted a hydra after attacking with a dire wolf. I’ve taken out a grizzly the turn it was summoned. She is a highly synergist mage that has an incredible long and mid game, but her short game is kind of lacking. No, that’s not a bad thing, either, because no matter what mage we play, we should be playing for the long game, as the short game offers too many opportunities to lose out to luck.
There is one card that I think this beastmaster takes better advantage of than her male counterpart, and that card is Lair. As she hopes to play the long game, the mana advantage this card generates is staggeringly high, and can poop out really strong attacking creatures. As well, if you know you are playing against a more turtle style of mage, with her fast ability, you can place the Lair 2 zones away from the starting zone of the opponent. This is a great way to hold up the opponent while you use your remaining actions to build a critical mass of equipment and spells to take down the opponent.
Well. We have finally reached the end of our journey into the world of the Mages of Mage Wars. Did you see one you liked? One that just seemed to click with you? That mage may not be easy to play, build, or win with, but it is the mage you should try. If you have fun constructing that mage, than you have a greater chance of winning with it than any of the other mages that are touted as powerful. I encourage you to branch out, and try different strategies. Part of the reason we see a dominance of Wizards and Warlocks is because most of us stick to the tried and tested way of playing. So I encourage you to try out different strategies and Mages you know you will like. I can’t guarantee you will win, but I can guarantee that you will have fun trying. Cheers, and Bon Chance to you all!
Dude.