by Koz1120
CombatWombat81 wrote:
Koz1120 wrote:
imtylerdurden wrote:
At first I was a huge fan of Mage Wars. Slowly, my friends and I began to learn all the intricacies of the game, and the strategy that became most prevalent was to wait until the last minute and then play a couple of overpowered heal and minor heal cards. I hesitate to call these cards "overpowered" because they don't exactly hurt the other player, but rather help heal far too much.
I don't have the card in front of me, but from recollection, heal uses 8 dice and minor heal uses 5. If you were to play this combo on your mage, you could conceivably heal 26 points of damage, but more likely than not, you're going to heal around 10-15 points of damage each time you use this combo. We were healing so frequently that the games would take an additional 15-30 minutes on top of the already long 45 minutes-1 hour time frame because you essentially had to eliminate the opposing player one and a half times, and on one rare occasion, my opponent's dice rolling was so good that I literally had to kill him twice.
My question is this: in what way can I combat this issue? I feel at times that Mage Wars is more of a Command and Conquer type game where I have to first build my army and then commence a full attack rather than a Magic the Gathering type of game where it is extremely beneficial, and in fact crucial, to come out of the gates fast and hard. Every time I come out of the gates swinging, I find myself running out of gas, I get my opponent down to next-to-no health, he heals, then returns with a nasty haymaker and I go down panting and out of stamina. I've thought about removing the healing cards from our spell books since I'm the sole owner of the game, but that would be the same as making a house rule that only benefited the owner. My friends love healing because it always results in my demise.
I'm looking for some strategy to combat my flaws as well as shorten the game lengths. Any help would be greatly appreciated.
I don't have the card in front of me, but from recollection, heal uses 8 dice and minor heal uses 5. If you were to play this combo on your mage, you could conceivably heal 26 points of damage, but more likely than not, you're going to heal around 10-15 points of damage each time you use this combo. We were healing so frequently that the games would take an additional 15-30 minutes on top of the already long 45 minutes-1 hour time frame because you essentially had to eliminate the opposing player one and a half times, and on one rare occasion, my opponent's dice rolling was so good that I literally had to kill him twice.
My question is this: in what way can I combat this issue? I feel at times that Mage Wars is more of a Command and Conquer type game where I have to first build my army and then commence a full attack rather than a Magic the Gathering type of game where it is extremely beneficial, and in fact crucial, to come out of the gates fast and hard. Every time I come out of the gates swinging, I find myself running out of gas, I get my opponent down to next-to-no health, he heals, then returns with a nasty haymaker and I go down panting and out of stamina. I've thought about removing the healing cards from our spell books since I'm the sole owner of the game, but that would be the same as making a house rule that only benefited the owner. My friends love healing because it always results in my demise.
I'm looking for some strategy to combat my flaws as well as shorten the game lengths. Any help would be greatly appreciated.
When you have your opponent on the ropes, try Jinx. Not only can it stop them from healing, but it can also stop them from Teleporting away or doing something else that might save them from you.
Also, try Deathlock and/or Poisoned Blood. These aren't Warlock only cards and they often go into builds specifically to combat this kind of stuff.
Try some different things and you will see it's not that big of a problem.
I support what Steve said here. I feel confident that the designers of the game -at least tried to- give us a counter to every problem. Yes your opponent can heal, but only if he can cast the spells. Every heal spell is another action and mana he is not using to cast creatures. If he puts his healing spells in wand, destroy the wands etc.
I´m suffering a related problem myself, with my GF playing the cleric and putting out a humongous amount of temples and start sapping me with TOL. I´m not quitting the game because of it(and i hope you won´t) but I will feel that much more victorious when I finally win. So, any suggestions against the temples? :whistle:
Ah yes...the Priestess Temple build. Very strong. Honestly, the best way to deal with it, and any threat really, is to have a versatile spell book. Tactically you have two real options. Firstly, you can go at her fast and furious (in your face melee style) and don't give her time to set up. Force her to react to your pressure instead of pursuing her own strategy. If she's able to survive though you are probably in trouble because you put all your eggs in one basket and she just Temple of Lighted your basket into ashes. The other option is to go with more creatures and try to swarm her. There can only be one Temple of Light out at once, so having a lot of targets reduces its effectiveness.
You can also stack defense dice vs ranged (Cobra Reflexes and Force Orb) to try and avoid the Temple shots, or use Blocks.
She's a tough nut to crack, but try to avoid playing her game. Force her to react to you if possible and put her on the defensive.
You can always take out the Temple too, but that's not the best play really due to how tough it is, but it is an option at least.