These are:
The Druid is the poison ivy under the Mage Wars magicians. To let grow your ability vines increased its reach tremendously. For wherever a tendril tile is can also its tendrils Monster Formulas, and act -beschwörungen. So you can stay calm stand in a corner (holding a guard defender) while at the other end of the court summon creatures.
In addition, the Druid has several magic sources, so that mana is not too big an issue. Regenerating their most creatures do Also still have it but vulnerable to fire. For this purpose it has a few weaker incantations that can destroy the equipment of the enemy mage. (However, this need for these marker mist.) So you can not rely on arcane (and therefore in your spellbook expensive) resolution.
A negative point is that plants naturally can not move. They are rooted. While there are some who can uproot for corresponding Mana, but not all. So it is very static. In addition, plants do not wear armor usually. Any damage caused depends so. Also defenses and damage barriers are rare.
The player should also have a good overview of the field of play. Too fast is forgotten here and there a regeneration, the Manasammeln a source or the spread of the vines during the deployment phase. Or a spell remains on hand even though he was supposed to be assigned to a source.
As second in league there the Necromancer. This specialized skeletons and / or zombies necromancer uses the death opponent and / or own creatures mercilessly. These are reanimated as zombies or eaten by their own creatures to make them even stronger. A spell as a source of equipment (The book that the player keeps himself in his hands.) Or an incantation that have poisoned all living creatures on the field additionally beautiful things.
Zombies have pass the advantage only critical damage but move only a maximum of 1 field Moreover, many bloodthirsty. Skeletons can move normally to it and are easy to reconstruct. The mana and spell book costs are moderate and the attack is not just weak. All undead creatures are also immune to sensual and thus protected against the most powerful spells a power champion.
With attack spells the necromancer stingy, however, and even flying Kraturen he can not offer. The undead are often plagues, so keep anyone from the sweeping advance. (Well: The old Zombies outmaneuver-to-munition-to-save-game, so does not work only in Resident Evil)
The player also here need a good overview of the Arena. Nine active creatures are quickly reached and then is like a play a puzzle. Who does what and when? He who dies when and what I do with the slain creatures? Convert reanimate, seizure, or in Mana for the cemetery (the second magic source of the Necromancers)?
Accordingly, this extension clearly aimed at players who already have some rounds in Mage Wars behind. In the 2nd expansion which is expected but apply to at least 75% of the clientele. To quickly lose inexperienced players track and act a few drawbacks. Experienced tactician throw against the enemy armies or summon creatures in his back. Have Fun.