@Kharhaz. The last time we disagreed was when your argument was based on what was "absurd", ie. you made a fantasy reality check.
Conjurations, like a temple, can not be guarded from flyers and rightfully so because the inverse is more absurd. Sure you get some "wonky" intances where my goblin can not protect a flower but that is better than my goblin protecting a poison gas cloud and adds benefits to flying to make it a more desirable trait.
All I was saying here is...
(a) Mage Wars is excellent because it tries to avoid the "absurd" so everything is intuitive, it all makes sense
(b) this is different to games which pay no heed to realism, just rules mechanics and different card interactions
(c) this Mage Wars game strangth should not be eroded because it appeals to roleplayers and simulationists
Your reply above focuses on Nullify which is just a game mechanic card. There is no reality check with a mechanic card. It's like arguing "why is Dispel range 2 and Dissolve range 1?" Because it is.
A Charging Crawler with no legs being able to move 2 zones whilst his Charging Zombie brethren with legs cannot is a realism issue. That last minute insertion of an extra clause (not in spoiler text) to make Lumbering situationally worse has resulted in "something odd with the rules here". My guess is that clause was added (since Lumbering was spoilt) due to fears of Mage Wand + Charge + Zombie Brutes (I would fear Mage Wand + Force Wave with 4 Brutes more). It's galling because it seems so unnecessary (like the Outpost nerf).
A similar "something is odd here" was Rooted Plants suddenly Uprooting (at a minor mana cost deterrent) and moving 2 zones, faster than many creatures. Because the fantasy trope of a Treant / Ent is of a Slow Lumbering creature, this again goes against expectations and destroys the fantasy illusion.
Now give that uprooted plant creature Cheetah Speed and it can move 2 and attack. Or give it Eagle Wings and it can fly when Uproot cost is paid else it's Rooted but can only be attacked by Flyers or Reach. I'm highlighting how enchantments designed for creatures with Legs (humanoids and animals) just don't transfer to Plant creatures.
This ambitious idea of Plants moved the game into Magic's terrirtory of simply card interaction mechanics. Magic pays lip service to theme but does not care how ridiculous some card combination are, rewarding some of the most absurd combos which are regarded as clever.
It isn't just living creature enchantments. Non-transference to Plants exists in so many other mechanics. Bleed was designed to keep with real life. Plants can't Bleed as they have no Blood and the designers specifically acknowleged this in the game mechanic. But seeing that broken branch triggers the Bloodthirsty Dire Wolf and Zombie into attacking that damaged Plant creature with a Poisoned Blood cast on it. Sleep is another condition that is not intuitively transferable.
Your prior post here highlighted Rot as affecting both Living Conjurations and Living Creatures. Great! Along with Tainted, you highlighted consistency of approach. Treat both the same. But for all the other Poison effects, they are not the same. You say "that's just the rules, live with it." Of course I'll live with it. I play Eurogames which are just a collection of rules mechanics. My point is Mage Wars is better than that! It should strive to be consistent and intuitive and thematic wherever possible. Because that is its greatest asset, its USP in the market.
On an abstract mechanistic level, I see a lot of great creativity in the new set. I can say the same for many Magic sets but that didn't stop it being just a game of abstract card interactions with a pseudo-theme that often doesn't make sense. Did nobody highlight this divergence from the preceding principle of "it all makes sense"?
It's laudable being supportive of the game. But blind support is destructive. That way lies sycophancy when the Emperor needs someone to tell him that his New Clothes are slipping off. Please don't get angry with me again, Karhaz, like that first time when I'd used the A-word you detest. It's because of its Ameritrash qualities of theme over abstract mechanics that I love this game. When I play with or against the Druid, I will have to suspend my disbelief and treat it as a more abstract experience, like Mage Knight, just admire the ingenuity of some of the new mechanics. Because the blatant non-transference of existing mechanics to Plant creatures will destroy the immersive illusion.
There is a reason why Fantasy Roleplaying player races are medium or small humanoids. Because anything else just doesn't work. You can't be a Treant and fit in a game with magic items. You can't even be a large humanoid like Ogre that can't fit through a tavern door. Now Mage Wars owes a lot to that games genre, the skirmish roleplay that uses a battlemap. The game's consistency with fantasy tropes with only rare lapses (I can't water my burning flower) was laudable. I just fear the game could lose this, become just another card interactions game with mechanistic rules and realism compromised. I think losing that USP would be a great shame.
My House Rules thread was very unpopular because it higlighted gaping rules ambiguities, which we are told are being addressed in the next FAQ (the game is now too high profile to be "that independent gem with grey area rules", this needs to done). I was doing a service to the game but I was villified by some for highlighting issues that needed to be addressed.
This was the same motivation behind me querying a marketing strategy of releasing competitive promo cards, creating a 2-tier fan base.
http://forum.arcanewonders.com/index.php?topic=12908.msg21252#msg21252This led to Shad0w quite sensibly saying promo cards are a great beta test but this was then overruled by a Director that all promo cards will be eventually released exactly as is. I think Altar of the Iron Guard is bit broken as Legendary denial, Plagued should be in this set etc). A shame about Shad0w's beta test idea as fans would love to be more involved like that, it would add to their pleasure to feedback promo experiences and feel more involved, free crowd-sourced insights in the age of the InterWeb. We shall see where that "exactly as is" goes.
Here all I'm simply highlighting is that if Mage Wars wants to remain that slavishly intuitive "it all makes sense" game that many (like me) fell in love with for that very intuitive quality, then a (slight) wrong turning may have been made with a Plant mage due to non-transference of existing cards and mechanics on an intuitive level. Else we may get Aquatic creatures with the Siren. And the game would've jettisoned what I feel is its strongest most charming quality and changed into yet another abstract card interactions game. This change wouldn't stop me wanting to buy every product but I'll mourn a loss of realism which Mage Wars has, unlike competitor games. Why give up on a USP? This is why I hope Plants may be viewed as a slight mis-step on the realism level, lessons learnt to not erode the USP in future releases. I hope future plans for Mage Wars would be to retain its USP of "it all makes sense" charm but I will devour releases whatever the plans, trusting in the design team.