It's official. Mage Wars Academy has lived up to its hype. It is pretty much exactly what it promises to be.
Affordability
Only costs 20-30 US dollars for the core set. 10/10
Portability
Very portable. All you need to play the game are the cards, the dice and the tokens. 10/10
Game Length
10-30 minutes.
Pretty much the only thing about Arena that disappointed me was the game length, because it meant that I couldn't play it as often as I wanted. With Arena I would only be able to play maybe about one or two games in a day on one or two days a week and it would consume several hours when I did. Academy is much shorter, but the quality of the gameplay does not decrease as a result.
10/10
Strategy (deckbuilding) and tactics (gameplay)
I'm not gonna lie, Academy is less deep and complex in its strategies and tactics than Arena. But don't let that fool you. Academy is about as tactically deep as Apprentice Mode (Mage Wars Arena's tutorial format) if not more so, and it's definitely more strategic. There are plenty of possible strategies you can use. While the key cards for each of these strategies are usually very easy to spot within just five to ten minutes of looking at the card pool, the devil is in the details. Some of the most difficult decisions in deck building are deciding the cards that aren't your key cards.
Furthermore, coming up with fairly unique, interesting and fun ideas for spellbooks in Academy is possible even in the core set only meta. Once you stop thinking so much like an Arena player and stop desperately looking for super secret strategies that are very difficult to come up with, you start noticing the strategies that are easier to spot and the strategies that are slightly more difficult to come up with. There's nowhere near as many options as arena yet, but that's most likely a simple result of the current card pool being so small.
The gameplay is challenging and very engaging. And it doesn't play like Arena. While it's not a completely different game from Arena, it's definitely NOT just Arena-lite. My first game my opponent and I used custom decks that I had come up with. I played a wizard that tanked using armor and a guarding redcrested cockatrice, with some mana denial. My opponent used a beastmaster that uses a HUGE level 1 animal toolbox, and when they die he just summons more of them. Naturally it includes Steelclaw Matriarch and Slavorg as finishers. It was a lot of fun.
Compared to other more typical card-battling games, such as Magic the Gathering, Yugioh, etc. Mage Wars Academy offers more tactical depth, albeit a smaller space of possible strategies so far.
Strategy (deckbuilding) 7/10 (will likely improve as card pool grows)
Tactics (gameplay) 9/10
Components
-Status Dials 4/10 7/10
The status dials are a gimick. They seem all nice and convenient at first, until you realize that they only go up to 20 damage, and the mages both have more than 20 life. Furthermore You're meant to use the 20-damage markers for the mages, not the non-mage creatures. When you reach 20 damage on your mage, reset the status dial on your mage to 0 and put a 20-damage marker on your mage card. However, it's difficult to read the status dials at a distance. If you use them you'll probably find yourself asking to see your opponent's status dial multiple times.
-Cards and Markers
The damage markers and guard markers are bigger in Academy than in arena, which is refreshing and easier on the eyes. In fact, damage markers that have higher numbers have a larger size which makes it much easier to sort them. Condition markers are still double-sided with different things on one side than the other. Fortunately it's still a lot more sensible and easier to sort than in Arena (at least before 4th ed). Guard markers will always be guard markers on both sides. Dissipate tokens are always either charges or wishes on the other side, and charges and wishes are always dissipate tokens on the other side. Staggers are always weaks on the other side and vice versa. The tokens seem quite durable. So do the cards. They were all in quite good condition. I think there might have been some sawdust when I first opened it, but that went away pretty quickly.
9/10
Attack Dice
One of the attack dice that came with my copy of the core set had a normal 1 face which was nearly impossible to see because it hadn't been painted white. I thought I had gotten a replacement set of dice in the mail, but I can't find it now and I'm not sure why since I thought I had received it already and that I had put it in my academy core set box. I hope I find them eventually, but if not I'll just have to buy another set. I don't recommend using the bigger attack dice from Arena. They're too big and heavy and they might displace tokens and stuff when they land on the table. The smaller attack dice are lighter and less likely to go all over the place or knock anything around. I really like the smaller dice, but I'm a bit worried about losing them. I wish there were smaller dice towers to go with them.
5/10
Overall Mage Wars Academy is a really great and amazing game, and I highly recommend it to anyone who likes to play customizable strategy games, especially if they want something that's deeply tactical, can be played in about twenty minutes on average, is affordable and doesn't have the luck of the draw issues that virtually all CCGs have.
I had my doubts at first, and was worried that it would not be as good as Apprentice Mode Arena. Boy was I wrong. I love Mage Wars Academy!