Mages pursue the research of magical energy tirelessly, and their prime motivation is to increase the damage they can inflict. With a mere flick of their fingers, they can assume control of their enemies' forces.
- -In-game Description
Mages are a class of hero. For becoming a mage, the player gets a Fireball spell.
The Mage class excels at control. Mages have the highest mastery of all classes and deal entirely magic damage. They have many skills to disable enemy units allowing for stronger slower units to be used in battle.
+ good choice of AOE damage spells.
+ high mastery rates.
+ high benefit from Class reputation.
+ best in-game unit neutralizer.
+ perfect for countering rush.
+ has perhaps the most dominating skill in the game, Armageddon.
+ the class that has the easiest time beating Tower +46 levels.
- less useful in Castle of Bones stage.
- is more suited for slower and counter-rush decks.
PVP Preference Edit
+ equally good at all PVP forms.
+ great for 4vs4 for disabling Kings and other powerful cards.
+ great with slow decks heavy on skills.
PVP Deck Ideas Edit
+ counter rush. (skill and vigilance heavy)
+ slow. (lots of skills and powerful, hard to kill creatures)
+ Nimble. (heavy skill usage and Nimble elves with vigilance and thunderbolt)
+ Meditation cycle. (heavy use of skill and recycling them with Meditation to dominate field)
+ great class overall, able to quickly seal off lanes or stop especially powerful creatures with a single card.
Deals N Fire damage to target enemy creature.
Deals N Fire damage to target enemy creature. Damaged creature will take N Fire damage at the end of each turn.
Deals Lightning damage randomly to each enemy creature within a 2x2 area.
Target enemy creature cannot move, and takes 1 Frost damage at the end of each turn.
Deals 2 Frost damage to each enemy creature. Damaged creatures cannot move for one turn.
Deals N Frost damage to each creature within a 2x3 area. Damaged creatures cannot move for 1 turn.
|Fog of War|
All creatures cannot attack for 1 turn.
Each enemy creature within a 2x2 area will take 1 Shadow damage at the end of each turn.
Target friendly creature gains +2 movement, and the following ability: Flying. Can pass over non-Flying creatures.
Returns 2 random skill cards from your graveyard to your hand.
Enemy creatures within a 2x2 area gain -1 Attack.
Target creature loses all basic abilities, but gains +14 Life and the following ability: Wall. It cannot move or attack.
Removes all positive effects from target enemy creature. That creature takes 2 Shadow damage for each effect removed this way.
Gains control of a target enemy creature for 1 turn.
Deals N Fire damage to each creature.
Deal N Fire damage to an enemy creature, it will take N Fire damage each turn.
Draws one card from your hero's deck.
Keep drawing cards until your hand is full.
All enemy creatures within a 2x1 area decrease 1 card rank. When impossible, they lose 6 Life.
Enemy creatures within a 2x2 area lose all basic abilities for 2 turns.
Deals N damage to creatures within a cross-shaped area, damage will be assessed for each creature.
Places a 2x1 Poison Swamp battlefield. Non-flying creatures who pass this take 3 Shadow damage until they remain in it, and their movement is reduced by up to 3. Duration: 4 turns.
Casts a Cosmic Vortex over a 2x2 area. Enemy creatures remaining in the Vortex lose 8 max health until they exit the Vortex.. Lasts 4 turns.
Bring forth the Hands from Hell in a 2x2 area. Non-flying creatures lose all Movement when entering. Creatures within the Gate cannot heal and take 3 Fire damage each turn, Lasts for 3 turns.
Charm all enemy creatures for 1 turn.