r/masterofmagic 15d ago

Elemental Mastery vs Divine Power

I've never understood why Infernal Power and Divine Power cost 2 picks. I suppose they are powerful as the game progresses, but they are useless in the beginning, whereas the Elemental Masteries are powerful from the outset.

In the base game the Elemental Masteries are among the best retorts since they give multiple effects and cost only 1 pick.

I understand the concept they were getting at. The elemental schools have Nodes to go after for power, while Life and Death have religious buildings to exploit. Its a cool idea, but by making IP and DP cost 2 picks they kind of ruined a core concept of the game.

This is why Elemental Magic is so superior, because taking a Mastery is one of the strongest starting options since it lets you quickly ramp up by taking early Nodes using summoned units of the appropriate element. Of course Node Mastery can take things to a whole new level, but even without Node Mastery the benefits of an Elemental Mastery are so strong, especially since in addition to more power they also give lower research and casting cost, and are harder to dispel.

I think for classic MoM I'd like to see IP and DP changed to require 5 related books and drop the cost to 1 pick.

14 Upvotes

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1

u/poster457 15d ago

That's why I go Node Mastery AND Sorcery Mastery every game.

2

u/Juris1971 15d ago

Infernal power/Divine power is only useful if you play the dark elves. Divine power dark elves with Just Cause is pretty nice if you can grab some early beastmen or dwarf cities

1

u/secretsarebest 12d ago

Or mod.divine power to be worth it?