Mage Wars > Spellbook Design and Construction

A "Base" set of cards ALL Mages should have in there book

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I think of it more as "After you finish making a spellbook, look at this list of spells to see if you forgot about some." someone somewhere listed these categories, and did it better than me, but here you go. A better person would fill in the spells for each category too.

Enchantments negation:(nullify, dispel, harshforge stuff...)
Enchantment negation negation: enchanters wardstone
Equipment negation: dissolve, acid ball, disarm
Equipment negation negation: armor ward
Condition removal: wand of healing, purify, or renewing spring are 95% of them
immobalization/moving enemies:
Anti-immobalization/moving allies:
channelling: mana flower/crystal, discount rings
creature protection:(armor, defenses, aegis, regen, healing, block, ect):
anti-creature protection:(armor reducers, some of the equipment negation again, falcon precision)
Damage source: (strong overlap with anti-creature protection)

and probably some other categories.

Anyway, that generates a list of ~20-30 spells. some categories wont matter every time(like armor reduction in a damage over time book), and some will really matter, like a way to remove mind control or forcefield.

I realize that this thread is fairly old, however I  have just gone through a deck building frenzy.  After building many decks I have run out of the following cards.  Thinking that this would be an indicator of the most used cards, I would post it here.
Force Hammer
Rhino hide
Force Push
     I realize that I have at least one copy of each of those spells in every spell book I build.  I hope this helps


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