Last edited one week ago
by Cal Friedman

Wizards: Difference between revisions

No edit summary
No edit summary
Line 155: Line 155:
Clarifications:
Clarifications:


*
*Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise.


======1x The Great Library======
======1x The Great Library======
Line 163: Line 163:




​​Breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card.
 
​​​Breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card.


Errata? Yes/No
Errata? Yes/No

Revision as of 22:18, 18 July 2025

Illustrated by: Carmen Cianelli
Purchase the Wizards Faction on Forgefire! (link coming soon)

Presto! Wizards conjure what they need with actions galore. They just keep pulling things out of their hats, so watch their hands. Or their hats... or that big portal to another reality they just opened in your kitchen.

Wizards are from the Core (base game) set and have a Titan card - Arcane Protector.

Complexity Level: MEDIUM
Mechanics
  • Drawing Extra Cards
  • Playing Extra Actions

Wizards' first specialty is drawing lots of extra cards, slightly focused on actions, and their second specialty is playing lots of extra cards, heavily focused on actions. What has that to do with wizardry, you may ask? Consider that wizards practice arcane arts, meaning secret or mysterious. Wizards have a way of finding what's hidden (in your deck). Then, they weave intricate spells full of the secrets they've learned, conjuring forth just the cards you were looking for.

Strategy

This is one of the simpler factions to understand. Inspect Wizards' cards and you will find that every single one of them either draws a card(s) or plays an extra card(s), with variations on method. They cycle rapidly through your deck, but do very little of anything else, and have much lower power overall than normal. To fill in the deficit, Wizards rely on multiplying their partner faction's impact on the game by drawing and playing their cards as extra cards. It is for these reasons Wizards are widely regarded as a support faction.

Wizards focus more on playing extra actions than extra minions, so you might not want to play every action you could potentially play every chance you can. If you do, you will end up with a hand full of minions. Save your best actions for critical moments of the game. Since Wizard abilities are almost entirely on-play effects, they frequently bust out long card combos from your hand and deck. If you arrange the cards of your deck so you know what you will draw next, you can pull off some amazing stunts.

Synergy

Wizards generally bolster any faction they are paired with, but their extra draws and plays synergize best with factions that have more actions than normal, shuffle select cards into your deck, or play extra minions, as well as other special cases.

  • Mythic Greeks: You need not worry about your hand filling with minions when you pair with these guys. Their best minions benefit from every action played during the turn, leading to overwhelming drops.
  •  Ghosts: This is a special case that benefits directly from the drawing and playing of cards. Ghosts are strongest when you can control what few cards you have left in your hand. Wizards help you find what you need, play away what you don't to empty your hand, then refill your hand to again find what you need.
  •  Minions of Cthulhu: When you include Madness cards, this faction has many more actions than normal, with much more impactful effects than Wizards'. You get many ways to control your deck, allowing you to replay just the actions you want.
  • Zombies: Your goal is this case is to fill your hand as rapidly as possible with the intent of discarding the excess during Phase 4 of your turn, to be played later from your discard pile. You'll quickly get to the bottom of your deck when Lend a Hand recovers the most actions for you to draw and play, similar in principle to Minions of Cthulhu.

Cards - Minions

1x Archmage
Illustrated by: Carmen Cianelli

Power 4 - Talent: Play an extra action.

Errata? Yes

Clarifications:

  • This extra action may still be played even if Archmage is destroyed on the turn it is played.
2x Chronomage
Illustrated by: Carmen Cianelli

Power 3 - You may play an extra action this turn.

Errata? Yes/No

Clarifications:

  • This extra action may still be played even if Chronomage is destroyed the turn it is played.
3x Enchantress
Illustrated by: Carmen Cianelli

Power 2 - Draw a card.

Errata? Yes/No

Clarifications:

4x Neophyte
Illustrated by: Carmen Cianelli

Power 2 - Reveal the top card of your deck. If it is an action, you may place it in your hand or play it as an extra action. Otherwise, return it to the top of your deck.

Errata? Yes/No

Clarifications:

  • You must play, place or return the action immediately.

Cards - Actions

1x Mass Enchantment
Illustrated by: Carmen Cianelli

Reveal the top card of each other player’s deck. Play one revealed action as an extra action. Return unused cards to the top of their decks.

Errata? Yes/No

Clarifications:

  • You must play the chosen card immediately. You control the card and how it is resolved.
2x Mystic Studies
Illustrated by: Carmen Cianelli

Draw two cards.

Errata? Yes/No

Clarifications:

1x Portal
Illustrated by: Carmen Cianelli

Reveal the top five cards of your deck. Place any number of minions revealed into your hand. Return the other cards to the top of your deck in any order.

Errata? Yes/No

Clarifications:

1x Sacrifice
Illustrated by: Carmen Cianelli

Choose one of your minions. Draw cards equal to its power. Destroy that minion.

Errata? Yes/No

Clarifications:

1x Scry
Illustrated by: Carmen Cianelli

Search your deck for an action and reveal it to all players. Place it into your hand and shuffle your deck.

Errata? Yes/No

Clarifications:

2x Summon
Illustrated by: Carmen Cianelli

Play an extra minion.

Errata? Yes/No

Clarifications:

1x Time Loop
Illustrated by: Carmen Cianelli

Play two extra actions.

Errata? Yes/No

Clarifications:

1x Winds of Change
Illustrated by: Carmen Cianelli

Shuffle your hand into your deck and draw five cards. You may play an extra action.

Errata? Yes/No

Clarifications:

Cards - Bases

1x School of Wizardry
Illustrated by: Carmen Cianelli


Breakpoint 20 - VPs: 3 2 1 - After this base scores, the winner looks at the top three cards of the base deck, chooses one to replace this base, and returns the others in any order.

Errata? Yes/No

Clarifications:

  • Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise.
1x The Great Library
Illustrated by: Carmen Cianelli



​​​Breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card.

Errata? Yes/No

Clarifications:

Card - Titan

1x Arcane Protector
Illustrated by: Francisco Rico Torres

Special: After you play your fifth or higher card in a turn, you may play this titan.

Ongoing: You have +1 power here for every two cards in your hand.

Talent: Draw a card.

Errata? Yes/No

Clarifications:

  • You may play this right after your fifth (or later) card in the turn, no matter what phase of the turn it is.