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Mage Wars Arena» Forums » General

Subject: Mage Breakdown rss

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Ryan Atlee
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I ordered this game and excited to add it to the rotation with some friends and my step dad. I'm going to have to teach this to my LGS, so wanting to get as much info as possible.

I can't find this in any neat concise format.

Can someone list all of the currently available mages and a brief 1-2 sentences describing the general playstyle of each?

Thanks for the help, or if there is a thread with this that I missed, please post a link.
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Jonathan Challis
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Beastmaster, Johktari Aggressive nature specialist focussed on animals. Fast moving, and more suited to army vs army* battles
Beastmaster, Straywood Even more aggressive nature specialist as above, better suited to a swarm of tiny creatures, supported by the BM himself, or possibly a big critter
Druid Another nature specialist, but this time very much a positional control character rather than aggro
Forcemage Specialist in psychic and mind control effects, poor with creatures, but suprisingly good at beating face on her own.
Necromancer Specialist in dark magic, particularly poison based, and of course hordes of undead (2 main groups and a minor: skeletons, zombies and incorporeal respectively). Good aggro and control options.
Priestess Holy specialist, good aggro-control, with a lot of healing, buffs and protections.
Priest Another holy specialist, but this time much more aggressive, but with the same spell choices open to him
Warlock, Adralemech Dark mage, specialised in fire and demons fighting for her.
Warlock, Arraxian Another dark mage, good with fire, but not as specialised as above, he is more proficient with curse magic instead.
Warlord, Bloodwave War specialist, concentrating on conjurations and a horde battling the opponents*
Warlord, Anvil Throne Another War Mage, similarly reliant on conjurations, and typically an army to fight for him, but has more protections on himself
Wizard Jack of all trades, highly versatile and defensive, but has access to an element of choice and some good creatures for offence later.

*The distinction I am trying to draw is that these mages have abilities that come into play when attacking the opponents creatures, other than their mage. Some mages have no other creatures, some a few, some lots....
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Ryan Atlee
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This is awesome, thanks!

Maybe one last post to add to this would show which expansions or sets offer which of those characters? For instance, I was unaware of there being multiples of some types.
 
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Jeff Dunford
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Mage Wars Arena Core Set:
- Beastmaster (Straywood)
- Wizard (Sortilege)
- Priestess (Westlock/Asyra)
- Warlock (Arraxian Crown)

Forcemaster vs. Warlord:
- Forcemaster (Pellian/Selenia)
- Warlord (Bloodwave)

Conquest of Kumanjaro:
- Beastmaster (Johktari)
- Priest (Malakai)

Druid vs. Necromancer:
- Druid (Wychwood)
- Necromancer (Darkfenne)

Forged in Fire:
- Warlock (Adramelech)
- Warlord (Anvil Throne)

Apparently coming soon are the long-awaited Paladin vs. Siren expansion, probably followed by a smaller "spell tome" expansion featuring alternate Forcemaster and alternate Wizard, then Barbarian vs. Sorcerer (according to Gen Con interviews, etc).

By the way, the Mage Wars Arena: Battlegrounds Domination expansion doesn't have any new mages, but includes a few useful cards for each mage along with its modular tiles and alternate win condition (basically victory points, in addition to killing the opposing mage as normal). It sounds like next year's "Battlegrounds" release will be an "Archmage" expansion (probably one-vs-many), and following that will be some sort of dungeon crawler mode (possible co-op?).
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Ryan Atlee
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Awesome posts, thanks for the help guys!
 
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Ryan Atlee
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So, I would assume that each expansion also has general spells that add to the arsenal of any potential spell book, correct?

If that's the case, and one isn't specifically looking to add an exact mage, is there a pretty general consensus to an order to add the expansions based on general utility or benefit?

TIA
 
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Ivan Kidd
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Altarian wrote:
So, I would assume that each expansion also has general spells that add to the arsenal of any potential spell book, correct?

If that's the case, and one isn't specifically looking to add an exact mage, is there a pretty general consensus to an order to add the expansions based on general utility or benefit?

TIA


The expansions do throw a bone to all of the mages, not to mention that you always have the option of going out of school for the cool new toys, but the expansions also all tend to have a focus to them and greatly benefit that focus much more than they do the other mages.

Forcemaster vs Warlord focuses around the two mages it adds and fleshes out the Mind, War, and Earth schools which were all three kind of lacking in the core set.

Druid vs Necromancer also focuses on the two mages it adds and includes mostly Nature and Darks spells.

Forged in Fire provides a lot of support for the Warlord, bringing him up to a viable mage rather than the joke that he used to be. It is really skewed towards the War, Dark, and Fire schools.

Conquest of Kumanjaro is the most general of the expansions. It introduces really awesome utility in the form of creatures who can Intercept ranged attacks and the spell Enchantment Transfusion which lets you be double tricky with your enchantments. It also gives Wizards their biggest powerhouse spell with the Wizard's Tower.

You can go to the Arcane Wonders website and look through their card database. Find out exactly which cards come in which expansion and then buy the ones you prefer.

Personally, if I was just buying them for general utility, I would go in this order:
1. Conquest of Kumanjaro
2. Forcemaster vs Warlord
3. Forged in Fire
4. Druid vs Necromancer

If I wasn't ignoring the extra mages though, my order would be much different. To me, the extra mages are better than the extra utility granted.
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Jonathan Challis
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Altarian wrote:
So, I would assume that each expansion also has general spells that add to the arsenal of any potential spell book, correct?

If that's the case, and one isn't specifically looking to add an exact mage, is there a pretty general consensus to an order to add the expansions based on general utility or benefit?


Ivan's analysis is pretty spot on.

Each expansion concentrates on schools, but most mages use some spells of most schools (even your opposed triple cost school sometimes). Given that only 2-3% of cards are actually restricted to a given mage, or primary school, almost any spell can go in any book, if you deem it to be worthwhile, and thus any spell of high utility can go anywhere...

I guess what I'm saying is I understand your question, but the answer isn't as useful as you might think. Conquest of Kumanjaro is the most balanced across all schools (and thus mages) and is amazing for no-one, but useful for everyone, whereas most of the other expansions concentrate on two schools. In that respect Kumanjaro is the most versatile set and very useful, although it's mages are the weakest.

Like Ivan, I'd opine that adding new mages that appeal is probably more game-changing than adding the more versatile spells. The most versatile and important spells are all in the core set anyway.
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Ryan Atlee
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Two great answers which naturally leads to another follow up.

Loving the game, and really want to get into spellbook/deck building. So sooner than later, I'm sure i'll get all expansions. But, in the meantime, ignoring the previous ordering requirements, if YOU had to start over and buy expansions, which order would you do it, and thus recommend?

Thanks,
 
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Jeff Dunford
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Altarian wrote:
Two great answers which naturally leads to another follow up.

Loving the game, and really want to get into spellbook/deck building. So sooner than later, I'm sure i'll get all expansions. But, in the meantime, ignoring the previous ordering requirements, if YOU had to start over and buy expansions, which order would you do it, and thus recommend?

Thanks,


It depends.

If you want to stick with the core set's 4 mages but increase spell book building options, then starting with Conquest of Kumanjaro is your best bet. If you instead want to try new mages and accept that you'll have (relatively) fewer new spell book building options for the existing mages, then probably Druid vs. Necromancer (because both of these mages are strong out of the box), with Forcemaster vs. Warlord as a close second (because while the Forcemaster is strong and quite different from the other mages, the Warlord in this box is weak and needs Forged in Fire to bring him on par with the other mages).

Obviously Forged in Fire provides new book building options to the Warlock (among others), but you won't get full value out of it unless/until you have Forcemaster vs. Warlord.
 
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Ryan Atlee
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I think I'm going to go with Conquest of Kumanjaro and Druid v Necro for my first two.

Prob get Forc v War next and then forged in fire.
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Jonathan Challis
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Altarian wrote:

Loving the game, and really want to get into spellbook/deck building. So sooner than later, I'm sure i'll get all expansions. But, in the meantime, ignoring the previous ordering requirements, if YOU had to start over and buy expansions, which order would you do it, and thus recommend?


Personally, I would start with DvN - it adds two completely different, competitive and satisfying mages. After that I would probably go for CoK then FvW, although I can see an argument for reversing them (ForceMaster is another great new mage). I would get FiF last - it adds another competent but not stellar Warlock (but also adds a lot of options for the original Warlock), but really beefs the Warlord up to playable. Warlord is nothing beyond weak and lacking until you have both FvW and FiF I'm afraid.
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Ivan Kidd
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I am personally with Kelanen on this. My individual preference would be Druid vs Necromancer, Conquest of Kumanjaro, Forcemaster vs Warlord, and finally Forged in Fire. I would also get a second core set, probably before buying any expansions.
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AxonDomini
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Zub3ri wrote:
I am personally with Kelanen on this. My individual preference would be Druid vs Necromancer, Conquest of Kumanjaro, Forcemaster vs Warlord, and finally Forged in Fire. I would also get a second core set, probably before buying any expansions.


Thirded - only I would buy Forcemaster vs. Warlord and Forged in Fire together to make the Warlord a viable mage.
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