certainly sorry. it came much more harsh than intended. netdecking is my worst pet peeve and respondng on topics where that is part of it brings out the worst in me, and i should know better than to even put in a response.
What's wrong with netdecking?
I mean, I can see why it would be a problem in a game like MtG, where cards are expensive and it's just so much more convenient and less risky to try something that is known to work, even if it makes the metagame less diverse and therefore less interesting.
But Mage Wars is *not* MtG. Cards in Mage Wars all have the same rarity. You don't have anything like staple fetch lands at $20 a card in this game. When players buy the core set, they get a bunch of different cards and strategies to try straight out of the box. Mage Wars kinda goes out of the way to make creative deckbuilding more enjoyable and more convenient.
And Mage Wars involves a lot more skill than MtG. Even if you netdeck in Mage Wars, you still need the skill and familiarity with the deck in order to win.
Good Mage Wars players tend to naturally be better at making better Mage Wars decks. People prefer to play the way they want to play, Mage Wars gives *SO MUCH FREEDOM* to play the game exactly how you want to, to build your strategy exactly how you want to, and in a way that isn't tedious.
With that in mind, there are newer players who aren't very good at building mw decks yet who need more experience with the game before they start making better mw decks, and those players stand to benefit from netdecking. Also, when you fight an opponent who uses a very fun and interesting mw deck, why *wouldn't* you want to try it for yourself?
Also, aggro is totally viable, and so is forcemaster. The thing about aggro is that since you're trying to win more quickly, there's less leeway for mistakes. Wrong moves are wasted actions, and when you aren't using a spawnpoint or familiar that can hurt a lot, or at least it hurts more visibly and immediately. When you make a mistake as a control player it might not become that readily apparent until much later in the game, or at least it doesnt become that readily apparent how bad that mistake was until later in the game. A lot of the mistakes I make playing control I only notice in retrospect at the end of the game.