More info on wizard abilities for ESW:A2

Home Forums Deck Building More info on wizard abilities for ESW:A2

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • #263977
    magikarp1
    Participant

    I’ve played 3 games of ESW:A2 last weekend and I want to know more about what kind of Wizard abilities we are going to get in the expansion.

    We played with 3 players and I used a mix of the new revealed Legendary cards and the old ones from ESW:A1 to make the Legendary lineup. (I removed Willy and Ben-anamancer because they suck.) Also I replaced the original Fammiliars with the ones that were revealed in the Kickstarter.

    We couldn’t test how the game feels with the Mega-Mayhems, so we decided to resolve the group attacks when one of the ESW:A1 Legends was revealed.

    In general, the whole game feels much faster paced compared to the original. The Nacho tokens really cut out the mid-game to let you buy jump from Starters to Legends quickly. The problem I felt  was, there is very little synergy with the original Wizard abilities. The strongest seemed to be the one that lets you put 4-cost and lower cards that you buy to the top of your draw deck. It gives you consistency in the early game which gets you to your 1st Legend a few turns before others.

    Without a mid-game, slower Abilities are almost skipped over and made irrelevant by the Legends.

    The Abilities that give bonuses from playing 2 Treasures, or 2 Wizards felt too slow to matter. The Ability that heals you for every Creature you play is useless when Legends let you give one of your Dead Wizard tokens to an enemy, or just remove them with Death for lunch.

    I’d say to most under-cost legend is Viagrus, with the ammount of utility he brings you. He gets you an extra VP each turn since the other players will try to get rid of theirs untill you have all of them. You are also safe from THE Limp wand Legend and any effect that would sabotage you, other than the Dead wizard tokens. The Limp wands also protect you from getting Wild magic used on your deck, so your Onging cards are 99% safe.

    I want to know more. How are the Wizard abilities going to look, when the game speeds up so quickly?

     

     

    #263978
    Maltosio
    Participant

    How could you play Annihilageddon 2? Did you get advance copies?

    #264024
    Bladecom
    Participant

    They have the cards listed on the website, outside of a few things. You could proxy them if you wanted to get a feel for the game. Always support the official release of course.

    #264028
    Cory Jones
    Participant

    https://epicspellwars.com/wp-content/uploads/2022/06/talents.jpg

    this is missing the best (but not my favorite) of the talents… I will post it for Fridays update! 🙂

    #264029
    Avatar photoRhonlore
    Participant

    <p style=”text-align: left;”>Triple familiars seems very strong! I’d be excited to get that one.</p>

    #264030
    Cory Jones
    Participant

    that’s my favorite…

    #264031
    Avatar photoRhonlore
    Participant

    Lol go figure. It’s just a obviously strong ability, with familiars basically all being great for a measly six power.

    #264032
    magikarp1
    Participant

    Yeah, I saved the images that were released and printed them out. Then I cut them up and put them inside the sleeves of the cards from the original game. I will buy the 2nd game when it comes out, ofc.


    @Cory
    is it ok if I post a Google doc link with the images for everyone? Thanks for the Abilities!

    • This reply was modified 2 years ago by magikarp1.
    • This reply was modified 2 years ago by magikarp1.
Viewing 8 posts - 1 through 8 (of 8 total)
  • You must be logged in to reply to this topic.