Reply: Mage Wars:: Rules:: Re: Home run?
by mikeinsandy It would be funny if you pushed a flyer out of the arena, and so out of play. "Oh you have a flyer, Well lets push them out of here" Maybe that can be a new spell. Something to get rid...
View ArticleReply: Mage Wars:: General:: Re: Early Impressions -- How Wrong Am I?
by kergenramirez Clerics are restricted to adding two mana per round.
View ArticleReply: Mage Wars:: General:: Re: Early Impressions -- How Wrong Am I?
by Mailok 1) An hourglass helps2) If you know your opponent take time to build his strategy than change yours and go for him ASAP, Warlock is the one build around this strategyI don't like the reduced...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by Mike1977 Hmm...I've never really seen teleport as all that useful... Its range (0-2) is so small...Banish? I could see the caster of this card loose the game because he chose to use this. Probably...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by ghbellMike1977 wrote:Hmm...I've never really seen teleport as all that useful... Its range (0-2) is so small...Banish? I could see the caster of this card loose the game because he chose to use...
View ArticleReply: Mage Wars:: General:: Re: Deck Builder
by ibercikergenramirez wrote:Hi Ilan, page 36 of the rule book. "Any mage may purchase any novice spell for 1 spell point regardless of 'school'"Cheers Kergen.This has been fixed and pushed up, thank...
View ArticleReply: Mage Wars:: General:: Re: Early Impressions -- How Wrong Am I?
by ghbell It will speed up. My first 2 games were over 3 hours. The first, we actually quit at 3 hours after yet another huge round of healing by one of the characters.I have seen several games where...
View ArticleReply: Mage Wars:: News:: Re: Win a FREE copy of the Forcemaster and Warlord...
by K_Lawnmower Niceeee. Just got my base set copy this week!
View ArticleReply: Mage Wars:: Variants:: Re: Shuffle and draw hands, the traditonal way
by Deefer doh. I read that as put all unused cards...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by delta_angelfireMike1977 wrote:I've never really seen teleport as all that useful... Its range (0-2) is so small...Until you realize you can teleport your hydra 2 spaces behind you into the opponent...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by ghbelldelta_angelfire wrote:Mike1977 wrote:I've never really seen teleport as all that useful... Its range (0-2) is so small...Until you realize you can teleport your hydra 2 spaces behind you into...
View ArticleReply: Mage Wars:: News:: Re: Win a FREE copy of the Forcemaster and Warlord...
by ghbell Wow, very nice. Thanks!
View ArticleThread: Mage Wars:: Rules:: Counterstrike
by JahRood Can I use a quick melee attack with the counter strike trait as a regular quick attack (not countering)?
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by rainofwalrusghbell 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...
View ArticleReply: Mage Wars:: General:: Re: Early Impressions -- How Wrong Am I?
by rainofwalrusAnother (No) vote for reducing HIT total. Just Sprint in with CheetahSpeed or Teleport and melt the other Mages face while not dying.With clever rushdowns, this game can be won in 5...
View ArticleThread: Mage Wars:: Rules:: Daze and timing
by Deefer Daze gets removed at the end the creature's action phase.So I have a creature and I put that creature on guard.Then that creature gets dazed. Any counter strike actions as a result of the...
View ArticleReply: Mage Wars:: Rules:: Re: Daze and timing
by rwhunt I don't have access to my rule book at work, but if I remember correctly, Daze gets removed when the counters are re-set. If you can, I would check the FAQ to see if it has been addressed...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by Koz1120rainofwalrus 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...
View ArticleReply: Mage Wars:: Strategy:: Re: Top Five Power Cards (Core Set)
by Koz1120 As for the top 5 power cards IMO:1. Battle Fury (ridiculously good, can be used in any deck, wins games)2. Hand of Bim Shalla (arguably #1, really, really good and versatile..and cheap!)3....
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