Recently, it has come to my attention that a lot of users on here seem to be jumping on the "Go for the Throat" tactic of Mage Wars. The, "Let's all just throw balls of fire at each others faces". Roman candle fights are fun, but they will be just as lethal to you as they are to the opponent. Believe me, I know. Let's go back a bit, shall we? To the Land of Two Thousand and Twelve, or, as some might call it, the year the Great Game of Our Time and Yours was released.
The most popular tactic back then was to build. By this, I mean that the mages would spend 2-3 rounds on dropping mana crystals and spawnpoints and whatever they could squeeze out of their *ahem* wands, until there was one giant clusterf*** in the middle of the arena. And then they would use their creatures to fight other creatures until one opponent almost arbitrarily died. Don't worry, there was strategy involved, but come on, we were new to the game. We didn't know about things like Force Push/Wall of Thorns. We thought the most devastating combo in the game was Divine intervention + Vampire (believe me, I built a book around it). And then something new and radically different happened. The first expansion for Mage Wars was released in the form of the Forcemaster vs. the Warlord. And with it, aggro.
Sure, aggro has been attempted before, and even to some success, with the Warlock and his Lash, but never to the extent that Thoughtspore + Battle Fury + Galvitar + 4x Hand + Bear Strength + Gauntlets + Dancing could bring. That's like, a million dice. And I'm not even counting The Dancing attack. And we realized that hey, Killing the opponent before the opponent could kill you was a far more effective strategy that building up a force that could only equal what the opponent had. So it became the norm. So much so, in fact, that we had 3 cards completely nerfed, 3 critical cards that were vital to the strategy of this aggressive book.
But there were other ways to aggression. My own version of Earth Wizard was famous for killing opponents before they could scrape one damage on to my Wizard. this was quite the boring book to play, mind you, but it did win, and a lot. Now, with the exceptionally large part of the meta playing these aggressive books, there was really only one place for the meta to go, and that was downhill. The nerfs were an attempt to rebalance the meta, and it did just that. Within a month of the changes, players started taking a more turtling approach, abusing things like Voltaric Shield and High Armor, Spawnpoints, and Big creature builds. These are all fantastic approaches, and really help to shape the game, to mold and to change it.
So why are we stuck on the Go for the Throat? This tactic is not nearly as fatal as it once was, and although it can fringe win, it is by no means a solid strategy to build on anymore. Almost any Wizard build nowadays will pick a spike damage book apart, piece by piece, until there is nothing left. Aggression is a tactic, not a strategy. A book should be built with it in mind, but it shouldn't be built with it at it's core. Now, on to the big question: Why is it that half the questions on this forum are answered with "On, you should just focus on killing the mage." Or, "Killing the much would be much more effective than trying to take out it's creatures." This is a cop out, a bad excuse for not wanting to actually think. There is more to this game than life totals, mind you, and although they decide the fate of the players who manipulate the cards, there are far more influences on the game than how much damage you can deal. Some games, you may just have the mage to kill. Look at half the Forcemaster books on the web recently. Some games, you might have to take down a large beast. The object of the game is to kill the opponent's mage, correct? You can't do that if you yourself are dead.
Please note that I am by no means saying that players r dum and that aggression is a stupd wy to win. I'm not complaining. Like I said, the book I solely played for about 7 months straight was hyper aggression. But there is more to this game, and you cannot expect to win if you just focus on killing the opponent. Like I have stated, it may win you a fringe game or two, but it will by no means win a large margin of games you play. As well, it's ******* boring to play hyper aggression. The same opening moves, the same exact strategy game after game. So, not only is it not effective, it's not even fun!
I urge you players out there to explore, to find new ways to play, to win with. And if you think Hyper Aggression is the end all be all of strategies, I urge you to take a look at "The Fabled Watergate Build". Charmnya taught me the ways of control when it comes to Mage Wars, and I can tell you it works.
You have to focus on some of the opponent's resources if you hope to win the game. Sure, you could get lucky and roll 20 crit 2s in a roll and just win the game, but in all likelihood, that's probably not going to happen. By cutting off the opponent's resources and routes to victory, you are effectively upping your chances to win as well. It cuts down on the risk of rolling fast and loose, and instead focuses on a planned and effective route to victory. Maybe cutting that third Hurl Boulder for a Teleport, or Trying out a Piercing Strike against those Battle forge builds. What I do is this, if you let an opponent go long enough doing whatever he wants, he will eventually win the game. Playing chance to see if you can beat him before that is just too risky to be effective.
So, go play! Kill some mages, but most of all, have fun! There is no prize for reaching the end of the rainbow in Mage Wars (yet c:) but there is a lot of fun to be had, and a lot of thinking to be done. I don't ever claim to be right, or even partially correct, so don't take what I am saying as an attack against you or your beliefs. I just think it's time for a new way of thinking. And it starts with you.
Oh, and that rug? Really tied the room together.
Dude.