1. Mage Wars Academy is just "Arena-lite"
Not true. If that were the case, then skill in Arena would translate well into skill in Academy. It translates to some extent, but not that much. You can be a great Arena player and still not be very good at Academy. I've already seen several examples, myself included.
Sure, Mage Wars Academy is simpler and has a less steep learning curve than Mage Wars Arena, but their learning curves don't have all that much overlap. If you're highly skilled in one of them and you switch to the other, you won't be completely starting over as a total newb, but you'll still be a beginner. It just takes longer to become a good Arena player than it does to become a good Academy player.
Mage Wars Academy both is and is not the Mage Wars game Arena players are already familiar with. It's too different from Arena to be considered an alternate variant, but not different enough to be an entirely different and separate game.
2. Mage Wars Academy decks "autobuild" and coming up with ideas for decks in Mage Wars Academy is basically just a "word search"
As a veteran of Mage Wars Arena this was my first impression too. However it's totally not true. Once you have a bit of experience with the gameplay you will actually have to think more and make harder decisions in deck building. You'll be surprised just how many viable options you'll be able to come up with once you've played at least a few games. While it will be even more awesome to have a bigger card pool because it will give us even more possibilities for customization, once you have a bit more experience with the game the small card pool no longer seems like such a constraint.
3. Mage Wars Academy has less tactical depth than other customizable strategy card games
This is just plain wrong. Mage Wars Academy actually is more tactical than probably the majority of CCGs. The theory behind the misconception here is that Arena is so tactically deep because of its planning phase and lack of random shuffling, and maybe to a smaller extent, the quickcast action phases, and therefore Academy, which lacks two out of these three things, must not be very tactically deep.
As they say, what works in theory doesn't always work in practice. No matter how certain of an assertion you might be, if you don't actually test that assertion than it is just educated guesswork. I suspect a lot of people who are saying that Academy is lacking in tactical depth are people who haven't actually played Academy more than once, if at all.
Something I'd like to point out here is that most CCGs don't have a planning phase, they DO use random shuffling and they only give you a starting hand of 5-7 cards or so. Mage Wars Academy does not use random shuffling and gives you a starting hand of...your whole deck.
I've played Yugioh, Magic, Mage Wars Arena and Mage Wars Academy, and I can assure you that Mage Wars Academy has the second-most tactical depth of the games on that list and probably by a fairly large margin to boot.
4. Mage Wars Academy is not balanced/(insert Mage here) is overpowered.
I've both played and played against both mages at least several times, and I have yet to see evidence of this. If you're losing that badly to (insert Mage here) maybe there's something in your play or deck building that you can improve? As far as I can tell, Academy is a VERY balanced game.
And to be perfectly honest, aside from a few issues with the Arena Wizard, Arcane Wonders has done an amazing job balancing Arena. Academy has only two mages and a cardpool of less than 60 cards. If they couldn't balance that I would wonder if they were even trying.
Hope that cleared things up for people. Are there any other misconceptions about Mage Wars Academy that you think need explaining? What are your thoughts on this?