Mage Wars: Druid vs. Necromancer Expansion Set
Mage Wars: Druid vs. Necromancer is a two-mage expansion set for Mage Wars, focusing on two schools of magic not emphasized in the core set.
The Druid is schooled in... (read more)
The Druid is schooled in... (read more)
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Reviews
positive, 84% of all reviews are favorable
Playtime
90 minutes
Published
2013
Age
14+
Publisher
Arcane Wonders
Players
2 players
Designers
Aaron Brosman and Bryan Pope
Playstyle
Involved
Game's Categories
Fantasy, Card Game, Arcane Wonders, Variable Player Powers, Pegasus Spiele, Two-player Game, and Fighting
Description
Mage Wars: Druid vs. Necromancer is a two-mage expansion set for Mage Wars, focusing on two schools of magic not emphasized in the core set.
The Druid is schooled in Nature magic and is the undisputed master of plants. She also favors the Water school, using it to heal, restore, and grow her plants, as well as fight her enemies with geyser like blasts of water or downpours of acid rain. She does not use traditional spawnpoints; instead, her plants can spontaneously grow quickly across the arena. She has a theme of slow, steady growth, that accelerates her power quickly. She is the perfect Mage to use against a turtler because you cannot leave her alone to grow unchecked for too long.
The Necromancer is a dark, sinister Mage who dabbles in the darkest of the black arts. His primary strengths lie in the summoning of the undead. His Graveyard spawnpoint summons armies of skeletons, zombies, and ghouls to do his bidding. His theme is a relentless assault. His skeletons are fragile, but keep reassembling themselves from a pile of bones to attack again! Zombies are slow, but very difficult to "kill". Both of these creatures just keep coming! Additionally, the Necromancer summons and controls evil spirits: ghosts and wraiths. He has an affinity with death and disease, and can quickly spread plagues across the arena.
Contents:
216 Spell Cards
2 Custom Spellbooks
2 Mage Cards
2 Mage Ability Cards
Die-cut markers
Rules
Mage Wars core set required for play.
The Druid is schooled in Nature magic and is the undisputed master of plants. She also favors the Water school, using it to heal, restore, and grow her plants, as well as fight her enemies with geyser like blasts of water or downpours of acid rain. She does not use traditional spawnpoints; instead, her plants can spontaneously grow quickly across the arena. She has a theme of slow, steady growth, that accelerates her power quickly. She is the perfect Mage to use against a turtler because you cannot leave her alone to grow unchecked for too long.
The Necromancer is a dark, sinister Mage who dabbles in the darkest of the black arts. His primary strengths lie in the summoning of the undead. His Graveyard spawnpoint summons armies of skeletons, zombies, and ghouls to do his bidding. His theme is a relentless assault. His skeletons are fragile, but keep reassembling themselves from a pile of bones to attack again! Zombies are slow, but very difficult to "kill". Both of these creatures just keep coming! Additionally, the Necromancer summons and controls evil spirits: ghosts and wraiths. He has an affinity with death and disease, and can quickly spread plagues across the arena.
Contents:
Mage Wars core set required for play.
Game's Categories
Publishers
Designers
- Aaron Brosman
- Bryan Pope
Arcane Wonders
Constantin Dedeyan
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