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Mage Wars Arena» Forums » News

Subject: Forged In Fire SPOILER - Construction Yard rss

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Patrick C Connor Jr
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Jamestown
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Good Morning Mage Wars Fans! Today, we feature Construction Yard with a preview by our very own Creative Director, Aaron Brosman!

You can read the preview here: http://www.arcanewonders.com/arcane-wonders/forged-in-fire-p...
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Mike Romeo
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Chicoutimi
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Nice! Lets hope its viable though...
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Tom Cannon
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Wow - this is a great combo with Conquer destroying conjurations and Construction Yard gaining the mana to help pay replacement costs.

Do we really have to wait for June? I hate long supply chains.
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Mark Turner
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Seems the new warlord is all about destroying conjurations...

It's an interesting way to go, gives it something unique, but I am intrigued to learn how it addresses the issues. This conjuration killer would appear somewhat dependent on the opposing mage casting a lot of conjurations in the first place.

Will there be anything in the new deck to address the warlord's identified issues of low mobility (triple price teleport etc), slow build up, relative lack of mana, underperforming weenies, and uncompetitive outposts?
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Michael Lemick
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I think you're missing something here. There's nothing on the card that says that the destroyed conjuration has to be an enemy one. If the Warlord creates conjurations and his opponent destroys them the mana still goes on the Construction yard.
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Mark Turner
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ML2376 wrote:
I think you're missing something here. There's nothing on the card that says that the destroyed conjuration has to be an enemy one. If the Warlord creates conjurations and his opponent destroys them the mana still goes on the Construction yard.


Good point. Hopefully the warlord will find more conjurations worth casting with this deck.
 
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Mark Turner
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I wonder why they didn't make this a spawnpoint in its own right, with the ability to cast conjurations. I could imagine putting it somewhere in the middle of the board, with the ability to cast outposts around it...

I guess this card does give some utility to the goblin builder, but it feels pretty convoluted. Why not dispense with the useless builder and just have the construction yard fulfill all the functions (mana generation and building)?

I'll be interested to see it in action though. With this, and a barracks, and a builder, and then other outposts, you could imagine building a powerful machine. Trouble is, it all takes so long to get going - which was the problem in the first place.
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