As spells are creatures, objects, incantations, formulas and enchantments.
Many of these spells can or must be combined with other spells, so they can show their full effect.
The base box will be four magicians. The priestess is at home in the holy school. She has many ways to heal yourself and others, but can combine their power in holy light to harm enemies. The animal masters conjures animals that go for him in the battle. He may make his colleagues more or resistant about enchantments. Even creepers can help him by holding opposing creatures. The Warlock summon undead and demons, and has discovered the power of fire itself. The wizard is probably the most flexible, because it is allowed to select next to the Arcane School still an element (fire, water, earth or air).
"Mage Wars" is a fast and entertaining game. As always alternately activates its creatures, you barely have time to rest. The first matches will be fought with prefabricated spell books in half the arena. Since "Mage Wars" are many key words in, you should take in the first few laps time. Luckily, there are in the rules a Code, which explains all the key words compact.
For every magician there is a second spellbook the rulebook. These are more complex than the first books. In this case also the whole arena is then taken.
But I think one draws the full potential from only when you create his own magic books. For this purpose there are, on two more packs, nachzukaufen the main card. In addition, two extensions, each with two new magicians and many new cards for more options.
The play materials are of good quality, only the board is something wrong with me and makes a not very stable impression. The card slots of the spell books could be a bit better cut out to make the insertion of the card a little easier. Those who are friends of card holders to also need to come up with something else, because the cards with the most cases are no longer fit in the books.
Conclusion: The addictive the game is very large, and already after the first game I was browsing through the cards not used in the box and the card from the expansion in the net. A good overview and a good Bauhilfe provides the Spellbook builder on the side of Arcan Wonders. Quick to get new ideas of how to improve his land registers to drive his opponents even more cornered. I highly recommend this game.