Thoughts on attacking
I can fully appreciate the joy and aestethics of a nice builder strategy - a healthy, benevolent set-up, not meddling with the opponent's affairs and simply waiting for him to realize how futile his attempts are and then accept his resignation - a gentleman's way of winning.
I like to kill quickly, I like to harass my opponent, I like to mess up his plans, I like to focus my damage on the mage, I prefer attacking to defending - and that's why I love to play aggrssive styles.
What I would like this thread to be is a place for aggressive players to share thoughts about openings, attacking ideas or general thoughts on that topic.
At the current state of the game I think attacking is an uphill battle but I also think that this is how it should be - it just shouldn't be too steep.
Just my thoughts and experiences on that matter :
The point is mage wars is not risk you can play it like it but it is not, it is deeper, its more like runewars, starcraft board game and others, its just much more complex and others. It is also curcial to read the oponents ideas and books. I agree that currently real well developed armor up mage will succeed. But even charmynas wizard had a small weakness of lacking killing power in the end. So if you would have the perfect deck it might work, (if you know in advance how to beat) all other mages have even more troubles carrying all that stuff
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2. Midgame
----- 1st defensive measure : Guards
In general my impression is that it is easy for an attacker to efficiently deal with defending creatures. There are many ways to get rid of guards. Nevertheless it is important to note that dealing with guards cost actions and mana and must be done - it is a necessity.
but a tanglevine already takes out that action, and the point is if we talk about really defensive mages with lots of that high armor (in multiple copies) you just kill those guards (if you look at our game, just even on agression dont always focus on the mage
----- 2nd defensive measure : Damage reduction, defense and healing
In order to deal the required 30+ damage to the opponent mage, one also has to break through the mage's defense, too.
This is where I think that the game probably tips out of balance towards the defender (and where "Chitin Armor" (promo) would have a negative impact).
why is that ?
First, let's look at the raw numbers of different stacking slots and possibilites (permanents, one-off heals excluded)
Core (that is what you can expect from any deck; probably with multiple copies):
Armor +2
Gloves +1
Boots +1
Breeches +1
Belt anti-crit dmg
Cloak +1
Enchantment +2
Regeneration +2 heal/turn
-> sums up to 8 armor, 2 regen/turn and crit dmg conversion
All are very cheap and cost 6 or less mana !
Additional possibilites:
Aegis -1 dice
Defense equipment
Defense enchantment
There are tons of equipment yes, but acid ball is not the solution to equipment removal, it is an assistance, people in my feeling run far to many acid balls instead of dissolves, corrodes, potent players have counters to either, but dissolve at least gets rid of something, corrods maybe vanish to nowhere
a) Ignore the armor. Direct damage curses like [mwcard=MW1E24]Magebane[/mwcard], [mwcard=MW1E19]Ghoul Rot[/mwcard] and conditions like Tainted, Burn.
Very good but limited in availability.
Why limited in availability? why as dark mage not run 4 ghoul rots, 6 poisoned blood its 14 spellpoints, and all those armor also costs some spellpoints and help nothing against DOT.
b) Deal with the armor. And here is where the game might tip too much out of balance.
+++ Pierce : some creatures and weapons have pierce but usually only 1 maybe 2 and that simply is not relevant.
+++ Destroy the armor : This doesn't work. A defender will always be able to outequip you at the moment. Why?
1. Thanks to his infrastructure he has an action and mana advantage, which he all can invest into getting up his defense. The attacker has to save actions for attack and is left with usually 1 quickcast or maybe -if he chooses to not attack- with a 2nd spell (but he doesn't attack then !)
Attacker : 1-2 actions to deal with defense
Defender : spawnpoint action (new guarding creature or equip) + 2 actions to equip defense.
I agree with you that there is this action problem, the spawnpoint you can give yourself too, have a thoughspore with dispel (taking care of regrowth or rhino hide), fellela giving you bear strength...
But the point is even without spawnpoint you have this 1 vs 2 as you should also be attacking from time to time. We have those discussions on the playtesters and have some ideas to treat with it.
2. "The hidden enchantment"-problem
Your opponent has an armor that you would like to [mwcard=MW1I07]Dissolve[/mwcard] and a hidden enchantment on him. This definitely has to be expected to be a [mwcard=MW1E29]Nullify[/mwcard], which means you either can take the risk to waste most of your turn's mana and your only action to do nothing but get countered or you invest even more actions (which you don't really have) or you wait and accept that the armor stays.
The problem is more complex because it could also be [mwcard=MW1E36]Rhino Hide[/mwcard] or [mwcard=MW1E32]Regrowth[/mwcard].
Which card do you prepare ? Worst case is you decide it's a Nullify, but then it is a Rhino or Regen. So instead of +2 Armor your opponent suddenly has +4 or regenerates next turn = gg
Seeking dispel helps in either case you get rid of rhino/regen and could still decide to dissolve or not, or with academy you can one turn not attack and use the full action to garante the equipment destruction. And you talk about +2 armor/+4 armor, dont dissolve the chest piece as stated well prepared defensive mages have multiple copies. But do they have of leather equipment, it is important to read what you take. dont always take away the first thing, dispel bear strength on a druid grizzly, probably has it again multiple times, but on force master probably only a second, gauntlets of strength, destroy those tiny buffs, destroy the leather +1 not the dragonscale. Thats not always gonna make the game, but often helps much more
and first kill guards or infastructure, take deathlocks if you are agressive, take multiple PB
or buff yourself or do something else and crumble with the full action
3. Armor comes from different card types (related to Nr.2).
The action advantage and various different card type armor sources (enchantment or equipment or condition marker) mean that spells used to attack must do more than simply remove armor - they must make up for the action disadvantage and be flexible.
-> I think we need a spell that removes armor no matter if coming from an enchantment or artifact (aka Corrode or Rust).
+++ Reduce the armor : What do we have ?
[mwcard=MWSTX2FFE07]Rust[/mwcard] -2
Corrode condition (relevant sources [mwcard=DNA01]Acid Ball[/mwcard] and [mwcard=DNC03]Devouring Jelly[/mwcard] because they also do more than just removing armor. They deal damage and remove armor regardless of source.)
-2 (!) and maybe some corrodes vs. +8 and additional effects.
Having an armor that has -3 Acid (source of corrodes) is simply ridiculous at the moment (Chitin Armor promo) in my opinion.
DISSOLVE, CRUMBLE, dispel vs rhino hide, forget the acid as main source. And critical strike! and all types of piercing. chitin armor does nothing to that
Note that we haven't even dealt with the threat of Healing and Defenses.
As an attacker you have to have answers to both, which usually are reduced to [mwcard=MW1E31]Poisoned Blood[/mwcard], [mwcard=MW1J19]Deathlock[/mwcard] and [mwcard=FWE03]Falcon Precision[/mwcard]. I think these options are sufficient though but one must be aware of the timing and prevent healing early.
In my opinion even though this also is "just another thing one has to deal with" I don't have the impression it's a problem.
you dont have to run falcon precision its nice of course but you can also dissolve that item or dispel the cobra reflexes (hardly seen). On agression you need the cards to treat with it.
Conclusion on the armor topic : There are not enough efficient anti-armor concepts/spells around. The only 2 relevant concepts are Rust (can be played any time, works against armor from any source) and Corrode (armor must already be present, works against armor from any source).
Note that some Mages have innate defensive abilities that are very useful for defense :
Wizard : ignore 3 dmg each turn
Priestess : immune to conditions (corrode)
Dwarf : difficult to get rid of his equipment
corrode is not the only solution, what is hard about the dwarf? it simply costs you 1!!!!! mana more than the oponent. I mainly see the wizard with his spellbook size advantage to have an answer to everything, every other tanky/armor mage has some weakness, know it and you win.
4. The nature of an aggressive spellbook
You need a solution for every situation. You need the best solution for every situation.
It doesn't matter how much spellbook points the spells cost. In the end if your spellbook only has 30 cards it doesn't matter - the game lasts less than 10 turns anyway. If it doesn't you probably already lost.
Thx for reading.
Concluding remark from me the only issue i see is that armor is that it is a passive ability, while attacking is an "active ability":
so if you dont create a action damage advantage (attacking creatures) and use your mage for melee, the defender will win as he can dispel your bear strength cast a new rhino hide, while you rust him and cant also dispel the regrowth as you want to melee.
Lastly as an agression mage you want to end early so play errors matter more in my perspective.