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Reply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)

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by Koz1120

rainofwalrus wrote:

ghbell wrote:


Teleport can totally swing games.



starting on Turn 1:

(must defer initiative; or lose roll)
(Sprint to NC; QC Teleport 1 Space to FC)

turn 2:

(initiative)
(QC Lightning Bolt (Mage); move 1 forward QC Jinx (hoping they'll try to summon))

IF opponent QC Temple -or- Engine before your Jinx, resist urge to attack it. Kill Mage instead.


You seem to be saying that Jinx will stop a summon, is that right? It doesn't. Jinx stops quick spells, not full action spells, which summon spells are (unless it's a level 1 animal cast by the Beastmaster).


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