Many cards are in front of you, Yet, you haven't show us much of the artwork or the different abilities :-/ Also, there are SO many mages pvp card games, so any additional one should be REALLY unique to be noticed.
I dont know if it was explained but so do you pick a deck and all the mana is free for everyone to use since cards would need a different element like that tree or something that need water and grass.
No problem, as players take turns adding mana from the "Infinite Ether" into the two decks of "Available Ether" each player chooses one of the two decks of Available Ether to claim at the beginning of their turn. Once a player claims mana, that mana can only be used by that player. If a player has too much mana of a type they can't use, they may trade mana from their hand with mana in the Available Ether at a 2:1 (or 3:1?) ratio. ... I think that should be it. Please let me know if you have any other questions :D
So do I understand correctly that the game comes with a certain amount of pre-built decks and you just use them as they are? Or do you actually just use the starter decks to then extend and build your own decks (like MTG)? Also, is it an LCG with growing amount of cards to be expected in the future?
Hello! Good question actually. In Mage Noir a deck must have at least 40 cards, so it does look like the base game comes with each element's 40-card starter deck. However, I believe the stretch goals increase the number of cards for each element. As a result, a starting player should have some flexibility in building their first deck. ... At the same time, they do have suggested "starter deck" configurations, but players are encouraged to make their own decks after learning the basic techniques of each element. In other words, you'll have a lot of extra cards for each element and be free to adapt your strategy. ... From what I understand, this kickstarter is meant to release all the cards from "Season 1" of Mage Noir. Naturally, the creators have implied a Season 2 of Mage Noir sometime in the future.
I remember you had considered the prices/pledge levels of KS campaigns in your previous 'Should You Back It?' videos. I would love to get some feedback whether you will be backing the game/think it is worth backing (value-wise). Thanks! :)
Excellent review! What you can say about the different combination of 2 or more elements in a single deck? Can it be more satisfying or more "useful" to improve the mechanics of the slower one-element decks as the fire one, for example?
Thank you for your kind words :D ... The mana system makes color splashing VERY easy *as long as* the spell doesn't have a component cost. However, if you're attempting to use a tier 2 or tier 3 spell of a different elemental color that has specific component requirements, color splashing becomes even more difficult. ... As for complementary elemental mechanics, a great example of this is how prevalent card draw from the wind deck can be incorporated into the fire deck to "fan the flames", speeding it up and preventing burn-out.
This video convinced me, that I don't want this game. This looks like an engine building game, which is totally random - it is pure luck if you get the first gear of the engine and without the first gear nothing works... I fought it is a mage vs mage combat card game based on the hype, but this is not a combat game, but a disappointment.
No worries, no game is for everyone after all. The flame deck was definitely the most component-heavy and suffered the most when you missed the "first gear" but that was also the most problematic deck that they conceded was in need of future balancing. The other elements didn't have this issue as much and were more flexible. All in all, glad this video helped :D
It’s interesting how the designers worked out the Mana System issues but the Components System instead takes is where issues arise. I wonder if they will still try to re-work it somehow. Looking forward to this one for its unique Mana System. Hope it works out!
I proposed fashioning a system where components could be optional costs rather than requisite ones but we'll how they handle it. Thematically, I love how it conveys the evolution of a spell as you "spell-craft". However, mechanically it can be quite inconvenient.
@@WaitYourTurn Definitely an interesting solution. I wonder how the designers will balance it out in the end. I watched Rahdo’s run-through and saw exactly how the fire spells were severely nerfed as their components would be discarded after the spell was cast.
Yeeahhh, exactly. Fire "burns" through components just as quickly as you'd expect it would. It will be interesting to see how they address this (which they will).
The Mana System here looks way better than Magic the Gathering. Think i will pledge 🙂
The dev team are super cool and supportive!
This bard loves them!
One of the most courteous teams I've worked with!
Many cards are in front of you,
Yet, you haven't show us much of the artwork or the different abilities :-/
Also, there are SO many mages pvp card games, so any additional one should be REALLY unique to be noticed.
Good points, that's my bad. On the other hand, hopefully that'll encourage you to check out their campaign xD
@@WaitYourTurn Yes,
I will check out what exactly did you hide there, and if you had a good reason to ;)
Bro this game is so fun. Been testing it with them for a while. Can’t wait for the mineral deck to be released
The hype is reaaaal!
Played once so far and I found the game to be really interesting and fun. Took a few turns for the penny to drop then it clicked. Really liked it.
I felt the same. I really enjoy how your spells "evolve" if you have the patience for it xD
I dont know if it was explained but so do you pick a deck and all the mana is free for everyone to use since cards would need a different element like that tree or something that need water and grass.
No problem, as players take turns adding mana from the "Infinite Ether" into the two decks of "Available Ether" each player chooses one of the two decks of Available Ether to claim at the beginning of their turn. Once a player claims mana, that mana can only be used by that player. If a player has too much mana of a type they can't use, they may trade mana from their hand with mana in the Available Ether at a 2:1 (or 3:1?) ratio.
...
I think that should be it. Please let me know if you have any other questions :D
So do I understand correctly that the game comes with a certain amount of pre-built decks and you just use them as they are?
Or do you actually just use the starter decks to then extend and build your own decks (like MTG)?
Also, is it an LCG with growing amount of cards to be expected in the future?
Hello! Good question actually. In Mage Noir a deck must have at least 40 cards, so it does look like the base game comes with each element's 40-card starter deck. However, I believe the stretch goals increase the number of cards for each element. As a result, a starting player should have some flexibility in building their first deck.
...
At the same time, they do have suggested "starter deck" configurations, but players are encouraged to make their own decks after learning the basic techniques of each element. In other words, you'll have a lot of extra cards for each element and be free to adapt your strategy.
...
From what I understand, this kickstarter is meant to release all the cards from "Season 1" of Mage Noir. Naturally, the creators have implied a Season 2 of Mage Noir sometime in the future.
I remember you had considered the prices/pledge levels of KS campaigns in your previous 'Should You Back It?' videos. I would love to get some feedback whether you will be backing the game/think it is worth backing (value-wise). Thanks! :)
Good point! In the past, I definitely focused on that more. I'll see what I can do with the information I'm privy to🤞
I Backed this got the Legend Pledge😎🙌
The Circle thanks you 🕳
Excellent review! What you can say about the different combination of 2 or more elements in a single deck? Can it be more satisfying or more "useful" to improve the mechanics of the slower one-element decks as the fire one, for example?
Thank you for your kind words :D
...
The mana system makes color splashing VERY easy *as long as* the spell doesn't have a component cost. However, if you're attempting to use a tier 2 or tier 3 spell of a different elemental color that has specific component requirements, color splashing becomes even more difficult.
...
As for complementary elemental mechanics, a great example of this is how prevalent card draw from the wind deck can be incorporated into the fire deck to "fan the flames", speeding it up and preventing burn-out.
This video convinced me, that I don't want this game.
This looks like an engine building game, which is totally random - it is pure luck if you get the first gear of the engine and without the first gear nothing works...
I fought it is a mage vs mage combat card game based on the hype, but this is not a combat game, but a disappointment.
You can try it on TTS, it’s pretty interactive actually.
No worries, no game is for everyone after all. The flame deck was definitely the most component-heavy and suffered the most when you missed the "first gear" but that was also the most problematic deck that they conceded was in need of future balancing. The other elements didn't have this issue as much and were more flexible. All in all, glad this video helped :D
It’s interesting how the designers worked out the Mana System issues but the Components System instead takes is where issues arise. I wonder if they will still try to re-work it somehow. Looking forward to this one for its unique Mana System. Hope it works out!
I proposed fashioning a system where components could be optional costs rather than requisite ones but we'll how they handle it. Thematically, I love how it conveys the evolution of a spell as you "spell-craft". However, mechanically it can be quite inconvenient.
@@WaitYourTurn Definitely an interesting solution. I wonder how the designers will balance it out in the end. I watched Rahdo’s run-through and saw exactly how the fire spells were severely nerfed as their components would be discarded after the spell was cast.
Yeeahhh, exactly. Fire "burns" through components just as quickly as you'd expect it would. It will be interesting to see how they address this (which they will).
Mana system is outdated in MTG so that part is a good idea.
Even though MtG's mana system never really bothered me I *really* want to know how MtG would behave with this system. It's so smooth!
another game that claims to be the next best thing because it fixed the mana system? it's like 85th game like that in last few years.
Weel mana system plus spell crafting.
Also less focus on creatures which is cool given the fact that it's been pretty present lately.
The art work is pretty nice from the few i've seen in your video , but the real question is , do they have mats?.
That is a good question! I guess we'll have to wait until March 16th to find out 🤔
Im coming here just to let you know that I miss you !!! 😁😁😁🔥🔥🔥
Hahahaha Jesperrr, miss you lots!! I hope all is well 🙏
@@WaitYourTurn you know how much i miss you, like sooooooo much!! 😭😭❤❤
Another video :o
Surprise :0
Is it a Magic og spinoff,?
Honestly it's not quite like magic it feels pretty different. :)