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===Magic Superiority=== The first thing to understand is that a small advantage is still an advantage. This is how you should analyze the winds of magic. A successful magic phase is all about analyzing which spells your opponent can afford to let go of and which spells he can't. With an Lv.3 Wizard, you have access to a good amount of viable spells. That's when why you draw a big winds round, you cast moderately but still vital spells that plink at his dispel dice. These should be all moderately dangerous to the outcome of the fight in question (which will be his main focus). Use smaller castings of hexes and augments because a slight advantage (what he sees and analyzes as less important) is still an advantage (huge for High Elves). A clever mage can feint the significance of a fight and get off multiple spells a turn. If your opponent lets it all go because he's anticipating Mindrazor, that's his problem because now his unit is now -WS, -T, and you ASF with a better combat result. Mindrazor isn't even needed at this point. If he throws dice trying to dispel your other hexes, that's less dice he has available when you actually do throw down the MR. This goes hand in hand with what I said about anticipating combat results. How badly your troops need your magic will save a lot of unneeded dice. Redirecting focus: Say you have a unit engaged in combat, and you anticipate a victory or at least a draw result. You concentrate magic on another area of the battlefield that your opponent isn't focused on. This breaks his concentration and draws a big cloud of WTF? over his head. This happens when you see something crucial your opponent doesn't, as oftentimes or not, players get tunnel-visioned in the combat they're in but don't grasp the wider vision of the battlefield. Hexing incoming Knights on your turn with -WS or -S will make much more of a difference than watching Sword Masters narrowly win combat vs. a flanking unit of Clanrats.
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