Wow, I disappear for my RPG session and this thread has grown immensely!
I think I'm going to give up my plan of collecting/listing ideas here and go with the lively flow
Ok, firstly I like the Triple for Nature suggestion as an amendment because it feels right
Especially as we have no mage with Triple Nature weakness - but how much will it really hurt the Wizard?
1 Regrowth, 1 Rhino Hide, is he really that hurt by it? I don't think so.
Now let me explain the Novice idea better
Novice Dispel is called Dispel, exactly the same (Arcane 1) except range 1 and Novice
Novice Teleport is called Teleport, exactly the same (Arcane 2) except range 1, Friendly Creature and Novice
Novice Dissolve is called Dissolve, exactly the same (Water 1) except range 0 and Novice
And so on
You are only allowed to have 6 copies of a level 1 spell of the same name (like Dispel)
You are only allowed to have 4 copies of a level 2 spell of the same name (like Teleport)
Obviously Water Wizards will not have Novice spells of any of the above 3, they are experts at them
But the rest of us can choose how many of their 6 or 4 maximum are
Novice is just a variant of the same spell name, just weaker and available to all mages at x1 cost
This is not a new concept
Game of Thrones has many same name variants, you can only have 3 of them, no matter which variants
Magic Legendary rule applies to every version of variant Planeswalkers of the same name
We are creating a cheap Utility school (everyone trained) by using the Novice mechanic
But mainly we hit Arcane hard with slightly weaker versions of the staples (Dispel, Teleport, Nullify, Jinx)
So that we actually remove what makes Wizards special - their access to Arcane
They are still masters of Arcane: they will have no Novice Arcane spells, only full fat versions for same SPs.
There is no blurring of colours, just an acceptance that other mages get slightly weaker versions at x1 cost
Let's look at it another way.
Currently a minor reason why War is so weak is many of its Commands are Novice, available to all
But what if there were non-Novice versions?
Piercing Strike, War 1, same cost, gain +4 Piercing
Power Strike, War 1, same cost, gain +3 Melee
Suddenly War Mages get a slightly improved ability for the same mana and SPs because of their training.
(Just like the Wizard will always use current improved versions of Dispel and Teleport for the same costs)
This approach with Wizard is to
(a) remove what makes him special by giving lesser versions to everyone at the same cost
(b) create CHOICE when you build books - go with 4 Dispels or 2 Dispels + 4 Novice Dispels? (Both 8SPs)
We win on 2 levels here because choice is good in customisable games
And the best thing is we have no "blurring of colours" - those Novice spells are still Arcane.
Similarly, we ensure absolutely no more "Wizard Only" cards - whilst other mages gain exclusive toys
Exclusive toys are simply extensions of the Mage card (Galvitar is a classic example)
I am not against suggesting nerfing the Wizard card - but it does feel quite drastic.
What I am suggesting instead is a far more subtle route to eroding his power base.
Also frees spellpoints in our books, much needed because the budget stays 120 yet we have a bigger pool.
Finally, I would like to remind everyone of an undeniable fact.
When it was just a pool of Core Set cards, the Wizard was not overpowered.
It was Wizard's Tower that pushed him over the edge.
Ever since Wizard's Tower came out, it has been "Wizard wins again."
If we are to suggest anything drastic (option D - errata), I suggest we concentrate on:
(a) Wizard's Tower - just nerf it like Temple of Light
(b) Teleport - I have suggested a rules tweak like the Stun Exception to avoid altering cards here
Those are the real culprits of Wizard's dominance.