Now You See Me...
Welcome to the new episode of “know your magic ... or something like that!”. This time the protagonist is the most elusive magic school: Illusion!
The Illusion will be your favorite school if you like to surprise your opponents and counterplay, but also if you love controlling the game board and if you don’t disdain to inflict damages or evoke useful allies.
Illusion, compared to the other schools, offers a completely original mechanics called “Masks”. Many of this school’ spells will, in fact, allow you to choose between two masks (smile or sad) to which an effect is linked. This will boost the versatility of your hand even further, allowing you to plan your turn with confidence.
For example, one of the two effects of the spell “Suggestion” will allow you to target an Evocation and make it act immediately (smile) or move it where its real master is and then attack (sad); the other effect will allow you to target a Mage and make him move and attack under your control (smile) or have him next spell detected and gain Power Points based on the type of the revealed spell (sad). If you like control, you will love this card.
A characteristic feature of this school is the high number of Defense and Trap spells together amounting to 7 different spells! A really huge number that will allow you to almost always have a ready reply to your opponents’ threats. The strategy of Defense cards like “Ghost assassin” and “Light cape” will not only make you avoid damages but will mirror or redirect them to other targets, otherwise, they will earn you Power Points depending on the taken damages.
Instead, Traps will act on one opponents’ actions imitating them. With “Imitation”, for example, you will gain the same Power Points of another Mage who has just solved a Quest. Other traps, such as “Deceiving Image”, will instead block opponents’ actions and inflict wounds, also giving you Power Points!
Among the Utilities there is “Illusory Pain”, a Combat spell that inflicts damages basing on the wounds already taken by its target, and also two Contingencies that, turning the color of a room into Blue, will trigger positive effects for you or even activate multiple rooms with a single action (that’s always very useful).
Finally, the school of illusion has its Evocation too: Andromeda. These constructs from forgotten eras, reactivated by the Mages of illusion, are not suitable for combat but can be even more useful than any Demon or Undead. They can, in fact, be used as conductors to cast spells from their position and can even activate a room as if they were mages ... really, really useful: you will love them!
Speaking of synergies with other schools, a very trendy couplet in the Lodge is that between Illusion and Necromancy. These two schools combined can be really devastating with their interdiction spells and their bad habit of stealing Power Points from their opponents. Illusion’s defect may be that, having so many cards acting in reaction, this could "chain" your hands a little, so joining with more active schools can be a good choice to avoid spending a turn only fixing traps. For this purpose, having an Andromeda in game will allow you to cast the destructive attack spells in complete calm, without fearing reactions from your opponents. For the same reason, it is recommended to avoid combining this school with others that make wide use of traps and defenses, such as Divination or Conspiracy.
So...will you then make the art of Illusion yours?
See you tomorrow for another school, and as usual a spoiler for you...this time is very big!
Stay tuned and spread the word!