From:
https://www.facebook.com/MageWars/posts/659698770732885Miki Alchemic
Mage WarsApril 5 at 12:43pm · (Long post)
Okay, so I got Mage wars, and the Necromancer expansion. I'll briefly review the two games we played and then I would like to ask some questions based on these experiences. Newbie questions of course, so they may seem stupid to more experienced players.
In the first game, I played Warlock VS Priestess apprentice mode to get the hang of the game. I burned my way to victory and just got there via Ghoul Rot. All my creatures were dead and it was that final bit of damage that got through and killed her.
Question from this game:
1) Shouldn't Stun do something other than make them miss a turn? Like lower armour, for example? I mean - it's stunned. Stationary. It should be a sitting target, easy to hurt.
2) Shouldn't Sleep also lower the target's armour for the same reason? Also, is hurting the creature the only way to wake it up?
The second game, we played a full Necromancer VS Druid game. I summoned Bog Queen Acolytes + the Altar of skulls early, then just got the Acolytes to put tokens on the altar until it activated. My opponent came after me almost immediately, so I put up two bone walls and cornered myself in. Naturally, with the direct damage to all of his creatures every turn, and the Acolytes repairing the walls (before they succumbed to the Altar damage themselves) it was difficult to breach.
I also summoned wraiths and teleported them outside the walls to sit and guard, helping with the defense. The walls eventually fell, but the Altar stood firm, and other creatures were summoned to help the defense. I won comfortably, never really being under any major threat. I relatively easily dealt with anything that came my way.
So my third question is:
3) Did we misunderstand something? Is that really how the card works? It seems insanely powerful, slowly killing the entire living board and preventing healing. Also, does the fact that it's "poison" damage have any significance, other than differentiating the damage between who is immune to poison and who is not?
A turtling strategy is superb if this is the case. I never even moved the Necromancer out of the starting zone. And it's not like the Druid is slow - she spreads very quickly across the board, and yet, I had enough time to settle my defenses to proceed with the win.
4) When a creature has vigilance, does it lose guard after one creature attacks it, or does it constantly have guard on its person?
5) Why can't incorporeal creatures move through walls? Only fliers and climbers can, but surely this is an oversight? Has this rule been amended anywhere? Because, thematically, a ghost should be able to float through a wall with no problems.
6) If damage is taken at upkeep, but another effect says healing happens at upkeep, which comes first? Is it up to the discretion of the player with initiative?
7) My opponent had no Line of Sight after the two walls were put up. He put vines into my "camp," (walled-off zone) but could not summon anything in there until the wall was shattered and the Line of Sight restored. Did we play this correctly?
If a grey wraith (or any other creature with a special hit ability) is on guard, with his counterstrike, does he roll the d12 for his "weak" ability to take place? Or is this only done when he is attacking?
9) If a creature is guarding, and is attacked by a ranged creature from another zone, does it lose its guard token?
10) Why are vines only killable with melee damage and not things like Altar of Skulls, as they are living beings?
11) The Necromancer's special ability reads "to place on direct poison damage on that target." Shouldn't it read "to do one direct poison damage" ? Because this is confusing. It makes it seem like poison damage is separate to normal damage and should be tracked with other counters or something.
And lastly, 12) does his ability (poison conditions) refer to weak, rot, tainted? Or is there something that is actually called poison condition? And if not, then why isn't poison a thing, where it slowly kills the creature that is poisoned?
Apologies for the long post, but getting these things verified would mean a lot.
We really enjoyed this game, it is easily the best I have played in a LONG time. Beats MTG a thousand times over. Such huge strategy potential, you have to be aware of a thousand things at once. Fantastic invention!
Oh, and 13) Do Spawnpoints HAVE to put a spell down during the planning phase? Or can they choose not to? Because putting a spell down if you have no intention of casting it is risky if that spawnpoint gets destroyed, as you lose the spell.