Today I would like to explain to you how and why the enchantment "second chance" is going to have a big positive impact on the balance of Mage Wars Academy. For those who don't know, Mage Wars Academy does not have a planning phase nor a quickcast phase. This is a problem in the core only academy metagame because it means that players can do two quickcast sand two activations consecutively without the opponent being able to interrupt it with anything but enchantment reveals. If we count a full action as being worth two quick actions, then the cumulative of converted quick actions over the course of an academy game with only the core set is as follows:
Player1: 3
Player2: 0
Player1: 3
Player2: 6
Player1: 9
Player2: 6
Player1: 9
Player2: 12
Player1: 15
Player2: 12
Player: 15
Player2: 18
Player1: 21
Player2: 18
Player1 is the player with initiative round 1. As you can see, by the middle of round 7, Player1 has had the chance to use 3 more of his mage's converted quick actions than his opponent. This means that if the game lasts until round 7, player 1 has a better chance of winning simply due to having 3 more converted quick actions than his opponent without the opponent being able to respond until after those quick actions have been used. It also is not good for the game when players are able to do strings of 6 consecutive converted quick actions without the opponent being able to respond.
Except that you can respond with enchantments, but it doesn't usually help much because that doesn't put you any less behind in actions than your opponent. It would be much better if you could use quickcast phases right?
But if there was an enchantment that could give you a net increase of one converted mage quick action when you reveal it, with the same timing as a quickcast phase, that would be functionally the same thing as using a quickcast phase in Academy.
That's where "Second Chance" comes in.
Second Chance is a holy enchantment that has a reveal cost equal to the casting cost of the creature it's attached to. When the enchanted creature dies, you can pay the reveal cost to bring the creature back to life as a free action.
If player2 includes two copies of second chance, then by the middle of round 7 Player1 will only be one converted quick action ahead of player 2.
Unfortunately, second chance is a level 2 holy spell, which means that the wizard will need to pay double spellbook points for it. The warlock and the beastmaster probably don't need it though considering that they are more aggressive mages and therefore will prefer to have initiative round 1 anyways.