November 23, 2024, 05:53:28 PM

Author Topic: Best and Worst?  (Read 3771 times)

MW United

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Best and Worst?
« on: May 06, 2015, 10:49:21 AM »
Ok guys

I am relatively new to the game and am learning all the time.

My initial thoughts are this is an evenly balanced (and might I say wonderful) game.

However balanced the different mages seem, there must be some which are considered stronger than others.

In your opinion can you give your thoughts on the strongest (best) and weakest (worst) mages to play?

Puddnhead

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Re: Best and Worst?
« Reply #1 on: May 06, 2015, 03:43:46 PM »
The current consensus (which is always up for debate and changes with each release) is:

Best: Wizard (almost any iteration with a preference toward Water Wizards) due to very strong card support and a stat card of always useful abilities.  Really, with any amount of time spent on the forums you'll come across a great number of rants about the wizard and his cards.

Weakest: Priest  There are very niche ways to build him and make him useful, but it seems as though his abilities don't jive as well as they could and there is not as much card support for his play style at the moment.  Many of us are hoping this changes with the release of new sets this year (Domination, Academy, Paladin vs. Siren)

Runner ups in my opinion:

Best: Druid for an insane amount of potential tankiness and equipment removal.

Weakest: Warlord (both of them)  Mostly due to their triple cost for Arcane spells.  Although, with the release of Forged in Fire these guys have gotten some awesome card support and I wouldn't hesitate to Rock with them in the Arena.

I'm sure you'll get a lot of opinions on this and they'll all have some differences which proves your first thoughts of a really excellent job on making the balance work in this game.  Kudos to Pope and the crew.
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Phillus

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Re: Best and Worst?
« Reply #2 on: May 06, 2015, 04:51:59 PM »
^
Weakest: Priest  There are very niche ways to build him and make him useful, but it seems as though his abilities don't jive as well as they could and there is not as much card support for his play style at the moment.  Many of us are hoping this changes with the release of new sets this year
I think he means the Malakai priest. Since the core set priestess abilities are actually pretty good also he has 9 channeling while priestess has 10.

MW United

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Re: Best and Worst?
« Reply #3 on: May 06, 2015, 04:53:31 PM »
The word on Octgn is the Female beastmaster is weak because her traits and abilities do not offer any great synergies.

I think it's fair to say the gap in player ability far exceeds the gap in abilities between the various mages.

A follow up question is which mage books are more successful at the main tournaments?

Schwenkgott

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Re: Best and Worst?
« Reply #4 on: May 07, 2015, 01:44:45 AM »
The problem with tournament play is:
1) Many players just copy books from the forums (f.e. the charmyna ones) and don't know how to play the deck.
2) Tournaments are local events. There are most of the time local players competing, not the best players there are in the country. So the result of these tounaments might not be viable, when asking for the best deck.

In the end... It has nothing to do with the decks, but the player behind it, because every mage has ways to deal with certain decks. So the question is: Does the player know about these ways? Did he prepare his spellbook for it? Is he executing the right (counter)strategy in the game?  ::)
« Last Edit: May 07, 2015, 02:06:23 AM by Schwenkgott »
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exid

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Re: Best and Worst?
« Reply #5 on: May 07, 2015, 03:02:50 AM »
What I can say from my experience:
- wizzard never looses
- Mr beastmaster generally wins
- both priests never have beautifull spellbooks
- forcemaster and druid have original strategies, bringing beautifull games
(nothing special about the warlords and warlocks, affraid that the necro is to "monomaniak", and why use Mrs beastmaster when Mr is so efficient?)

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Re: Best and Worst?
« Reply #6 on: May 07, 2015, 07:16:04 AM »
The word on Octgn is the Female beastmaster is weak because her traits and abilities do not offer any great synergies.

It's more than just Octgn. Even a noob like me recognizes how hard it is to build a J-Beastmaster. Her 3 abilities and basic attack contradict each other's strategies. For instance, she is Fast, which is great for both melee and ranged casting (kiting) mages... but she gets +1 ranged for non-spell (aka bow) attacks, which are all full action, which means she can't take a move action (to make use of Fast) on the same turns that she attacks with her bow. And while at first glance her Wounded Prey ability sounds like a built-in Marked For Death, it only works on non-Mage living creatures, which means it's only really useful in (specifically non-Necro) attrition matches where you plan to kill the opposing mage's creatures one by one. But this isn't compatible with her 9 Channeling and lack of summoning-related or channeling-related (or any other spell-casting or long-game) abilities. Thus, the J-Beastmaster is more suited to an aggressive rush strategy, and her Wounded Prey is largely wasted if she's racing to kill a mage. The next time I play her, I might ignore her ranged bonus and go melee - but then you question why not just go Straywood Beastmaster, who gets a +1 melee bonus. I'd consider a kiting attack spell strategy but she doesn't have cheap access to any attack spells, so they take up a ton of spell points.

She's just... bad.

Compare the Wizard, who has a built-in ranged attack that doesn't suffer from being associated with a damage type (e.g. Elemental Cloak doesn't help against it, aside from armor, etc). And he negates up to 3 damage per turn. And he gets cheap important spells. And he gets cheap attack spells of his choice. And he has 10 channeling + cheap access to the most channeling spells, and lots of spells to protect channeling upgrades and spawn points (including Wizard's Tower). And he has many ways to employ a very strong aggro (e.g. rush with attack spells to the face) or successful long-term attrition (e.g. mana denial, dispel/dissolve "undo" war) strategies.

It's easy to see why a Wizard is generally easier to win with than a J-Beastmaster. That doesn't mean a very good player couldn't win with the J-Beastmaster, nor that a new/bad player couldn't lose with a Wizard... but there are certainly clear disadvantages and advantages, respectively, of those mages compared to pretty much every other mage.

The Malakai Priest has similar drawbacks as the J-Beastmaster - e.g. a weak basic attack, low channeling, a damage-over-time ability that is very linear and he has to jump through hoops to get to work, a buddy ability that is highly restrictive (e.g. only works with a few creatures that aren't the best he has access to) and either requires your opponent to cooperate or you need to make heavy use of guards, etc.  He certainly doesn't have the flexibility of the Westlock Priestess.

The Warlocks are kind of in the middle, as they have cheap access to two strong schools, and lots of mage-specific cards to help them with either aggro melee, aggro spell-casting, or long-term cursing and damage-over-time.  They aren't quite as good as the Wizard, but you can customize them to whichever play style suits you and make them focused enough to be reasonably competitive.

The Warlords are a little trickier.  In principle, they could be melee focused with a buddy or solo (especially the Anvil Throne Warlord), or could go for the long game with walled-in conjurations and slowly build up an army... but neither strategy seems to work as well as other mages in these areas (e.g. a Forcemaster generally makes for better solo; a Straywood Beastmaster or either Warlock tends to make for a better buddy build; a Druid is a far better conjuration/slow game mage; the Straywood Beastmaster and the Necromancer can each build armies faster and will tend to overwhelm the Warlord in medium/long games).

The Druid seems to be the queen of the slow game, with more tricks to slow down the opponent's assault and more ways to heal and turtle than even the Priestess.  Since nearly all her creatures and conjurations have Regenerate, if she can control the board at all, she should be able to keep her side healthy while slowly winning the attrition war and/or damage over time - plus she has some tricks to speed things up, like Burst of Thorns.  While she isn't as flexible and doesn't feel quite so "easy mode" as the Wizard, I feel when built and played right, she could be as powerful.

If I had to rank them based on my (limited) experience right now (e.g. after Forged In Fire, before Battlegrounds: Domination), I'd probably put them in this order:

1) Wizard
2) Druid
3-7) Straywood Beastmaster, Necromancer, Forcemaster, both Warlocks
8-10) Priestess, both Warlords
11-12) Malakai Priest, Johktari Beastmaster
« Last Edit: May 07, 2015, 09:13:10 AM by iNano78 »
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