Favorite Mana?

Favorite Mana?


  • Total voters
    158
Law because the -5% to maintenance can add up with a couple nodes and Unyielding Order is pretty nice too.
 
Water turns desert (useless) into plains. (not great but usable) then you use Vitalize to turn it into Grassland.


Then you crush your foes with your super economy.

I assume the bananna thing was a joke. Who voted for it?
 
Nature mana. Why? Druids.

Treants are way better than fireballs, guardian vines are lovely stack defenders, and who doesnt appreciate Vitalize?
 
Look... everyone knows the banana mana is the best. Nothing like turning all your opponent's units into monkeys. This totally owns all other types of mana, and is for the win!!
 
I'm pretty sure that Banana mana gives your Adepts the ability to fling skins in the path of oncoming units who then fall, making them easy kills. Moe, Larry and Curley are likely to join the Adepts in this use of this mana.:p

I really try to get Spirit Mana.

The big two things about Spirit Mana are:

1. Getting Courage for your troops which is essential in fighting bad guys with Fear.

2. Building the Shrine of Sharona - this really helps you when you are out making war or even defending.

It is also one of the mana types needed for building the Tower of Divination, which I think is an important later game Wonder.
 
I'm pretty sure that Banana mana gives your Adepts the ability to fling skins in the path of oncoming units who then fall, making them easy kills. Moe, Larry and Curley are likely to join the Adepts in this use of this mana.:p

I really try to get Spirit Mana.

The big two things about Spirit Mana are:

1. Getting Courage for your troops which is essential in fighting bad guys with Fear.

2. Building the Shrine of Sharona - this really helps you when you are out making war or even defending.

It is also one of the mana types needed for building the Tower of Divination, which I think is an important later game Wonder.

Don't forget that you can cast the spell hope and pop the orders of newly built/conquered cities.

Does anyone else sing the course line of the song "My Shirona" every time they heal their unit with Shirona's Touch?

Maybe this should be one of the ways to tell if you've been playing too much FfH. :)
 
Enchantment for the early game is awesome. +1 happy and +1 immediate strength is so useful in early game.

Fire is great for mid game and later once you get tiers 2 and 3 spells, but overall I prefer the early bonuses of Enchantment.
 
Body is my favorite. Haste make running stacks around so much easier (I never build catapults, so no problem there). And regeneration isn't bad.
 
I can't believe I'm the first to vote for Death mana. In the late game as the Amurites, you can train an endless army of essentially 6-strength skeletons thanks to Govannon and a lichified Hemah with Combat 5 and Twincast. Plus it gives you Contagion, two decent summons, and double the limit on Archmages. What's not to like?
 
Mind mana. Gotta love Domination :). Wander up to someone and say "hey, cook me some eggs" and presto, they are yours. Of course its a bit different now (cant target, snif... :( , and get their special UU or newly built knights or crossbowman...) but still. The research boost, charm person, and inspiration. Well, inspiration arent that flash.

Or show them a banana to bring out their inner monkey. After the monkey dance, they are yours ;)
 
Fire mana is obviously the best mana type around. Who cares about all these cute effects when you can just kill people? seriously just use meteor showers against anything that moves...
 
Back
Top Bottom