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Reply: Mage Wars:: Rules:: Re: Hand of Bim-Shalla

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by rainofwalrus


Our group thought the same thing about BimShalla until [Store & Rush] strategies naturally developed as a way to counter Turtles / Temples.

[Store & Rush] is what we call sprinting in with minimal to zero casting, so you reach your opponent in 2-3 turns with 28+ mana. From there it's Big creature, Big Melee, and/or Direct Damage.

Mage Wars is a dynamic game of adaptation in REAL-TIME. If you continue the "Temple Strat" after I have CreatureAdvantage, DamageAdvantage, and Tempo, you can have your 3 Bim Shalla plus Temple Laser(4 dice)--they'll serve as a nice memorial for your Mage.

If your opponent is attacking Bim Shalla(s) and NOT your Mage, you probably win a lot of games before they even begin.

My opinion? Bim Shalla's price is fine. It's too cheap if the game lasts 15 turns and too expensive if the game lasts 5 turns. It is not, IMO, the "power card" many make it out to be. 3 bim shalla (15 mana) give you +3 attack dice, a Hydra (16 mana) gives you +9 attack dice and Tempo(+1 action).

If we're talking potentially overpowered, Hydra wins by a landslide.


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