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Dueling Mages: Intro (Part 2)

On my last blog I was going over some key points of my game. Here are some more:

Physical Threshold: This is a stat that every mage has. It represents the amount of physical fatigue tokens a mage can get, before they feel stress. When this stat is reached, it takes extra Mental Focus tokens in order to cast spells, defend against spells, and basically just makes the game more difficult. Fatigue tokens are commonly received as an effect from an enemy's spell, but can also be given to you by your own spells, in order to gain other positive effects. For example with the spell Overheat, you gain a fatigue token, in order to do massive damage to your enemy.

Mental Will: This is another stat. It represents the amount of Mental Focus tokens a mage starts the game with, and it's maximum amount. This stat is used as a requirement to cast certain spells, but it is more commonly used to defend against spells, and to switch affinities. Switching affinities is done at the beginning of your turn, before you play a card. It costs one Mental Focus token, and it allows you to use spells from a different affinity of Magic, such as changing from ice to fire.

Life: Life is the final stat. It represents how much damage your mage can take before you lose the game. Life is hard to increase unless your mage can use healing magic. The good thing is, most spells only do 1 damage, and if they do more then that they usually have a large downside to casting them, or they require a spell combo (more on that later).

I've decided to end this blog just going over the Wizard's three affinities (not including Neutral):

Fire: Fire spells to the most damage, but you cannot defend while using this affinity. Fire spells often also allow you to increase/decrease your fatigue, and decrease/increase the enemy's. Fire also makes use of the burn status. When enemy's are inflicted by this status, they have to flip a coin at the end of their turn. If heads, they gain one fatigue and are still burned. If tails they lose the burn.

Ice: Ice is more defensive, but it does have some good offensive spells. It has a lot of in play spells that last for several turns, and can sometimes allow you to change the enemy's current affinity with spells such as 'Brainfreeze'. It also uses the frozen status, which works a lot like the burn status, but instead of the enemy gaining fatigue, they are not allowed to defend while frozen.

Lightning: Lightning is also very offensive. It is good at stopping enemies from playing combos, as that is what its status, paralyze, does. It also has a lot of powerful support spells, but to activate them you often have to take damage. It can also stop enemy in play cards, as well as get rid of these entirely.

*Continued Later*

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blog | by Dr. Radut