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Light Mage Deck

Introduction

This is a new deck I've been using and seems to hold up well. It's the alternative version to being a shadow mage. When you first start off you want to draw some low cost units and at least 1 ability and tactic. How you start off is up to you. I usually play an item if it's in my hand or put some units down on both quests to protect against damage to your avatar.

After that try to use combos that in involve Assault or anything that gets your avatar in batle with your opponent. It's good to have items when in battle with the other avatar cause they could add defense and damage bonus. Staff of Observers great for its damage bonus as an alernative to Wand of the Sun.

You could also sacriface having items in your deck and putting four abilities in to kick up your questing side or more units to defend/add damage. Save Stun for those items that really dish out the bonuses that may affect you.

Weaknesses

Tank warrior decks, and Priest deck with healing items, use Stun or Disable on those items.

Combos

  1. Wand of the Sun (Staff of the Observers), Assault, Circle of Force
  2. Assault, Circle of Force, Roaring Flames or Hamstring
  3. Use Decoy to move unit away from quest(if only one there), then intensify for power boost, and exert Celerity if you got it, then add Hamstring or Roaring Flames for attack boost. Then, you can add damage boost off of Wand of the Sun or Staff of the Observers.

As I'm not going to give away all my secrets, There are many more possiblities in this deck or some card to add that can be tailored to your needs. If you don't have some of these cards, go to Posted Trades, start to make a posted trade, and look through Common cards that do the same thing and trade off some of your extras to get what you need or at the very least you know what you will need in the future and can keep an eye out on the posted trades.

Or you can write an article or add some card comments to this site to get some free cards. -- Editor.

The Deck

Avatar

Wood Elf, 2 attack, 2 def, +1 dmg , 9 HP with +1 damage bonus for each exerted ability

Quests

I haven't experimented with using diferent quests, so Ill leave this part to you.

Abilities (17)

Tactics (10)

Items (4)

If you find yourself running out of cards, you might want to add items that allow you to draw cards, e.g. Red Glowing Robe.

Units (19)