Most people seem to agree that slow builds (those that accumulate lots of mana generation and spawnpoints/familiars) are generally underpowered compared to fast builds ("rush", "beatdown"). I certainly agree with this; my experience in playing a "rush" mage against high-mana-income mages is that your superior number of damage-dice-per-round will usually overwhelm whatever the other guy plays.
So I was thinking about basic game mechanics and deck-building rules and suddenly realized:
In general, a level-X card costs around 4*X mana.
The converse of this is that if you have 40 mana to spend, you will use 10 spell levels from your spellbook.
This means that a Mage with 16 total Mana income: 13 channeling and a 3-channeling Spawnpoint, will burn through an average of 4 spell levels per round. Meanwhile, a Mage with 9 total Mana income will only burn through 2 spell levels per round. This is a striking disadvantage for a high-income build. Even though you are supposedly a "lategame" buld, you are far more likely to run out of cards in the lategame.
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I think it would be really helpful to "lategame" builds if there were cards that had disproportionately high power compared to their spell level. These could come in three flavors:
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1) Trade mana-efficiency for level-efficiency: Straight up efficiency trade
Phase Door: Level 1 Arcane
X+2 Mana, 0-2 range, Zone
Identical to Teleport but costs 2 more mana and 1 less spell level.
Novice Dispel: Level 1 Arcane, Novice
X+1 Mana, Quick, 0-2 range, Enchantment
Identical to Dispel but costs 1 more mana and is a Novice spell.
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2) Trade timing for level-efficiency: Delayed action effects
Steelclaw Cub: Level 2 Nature
10 Mana, Full, 0-0 range
1 Armor, 9 Health, Frost -3
Quick Melee 2 dice, Piercing +1
Full Melee 4 dice, Piercing +1
During every Upkeep phase Steelclaw Cub gains 1 Age token. At 3 Age tokens it matures into a Steelclaw Grizzly. Gain Level +2, Melee +3, Armor +2, and Health +6.
Mithril Forge, Level 1 War Conjuration
8 Mana, Quick, 0-1 range
4 Armor, 6 Health, Unique
During every Upkeep phase Mithril Forge gains 1 Blade token, up to a maximum of 4. For every 2 Blade tokens on Mithril Forge, all friendly Soldier creatures gain Piercing +1. Once per round, immediately before a friendly action phase, you may remove 3 Blade tokens from Mithril Forge to give a Soldier creature Melee +2 and Piercing +2 until the end of the round.
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3) Trade prerequisites for level-efficiency: Combo type effects
Wailing Revenant: Level 2 Dark creature
12 Mana, Full, 0-0 Range
0 Armor, 14 Health
Fast
Quick Melee 4 dice, 7+ Tainted
Full Melee 3 dice, 9+ Tainted, Sweeping
Wailing Revenant may only be summoned if you control 2 or more Dark Conjurations and 2 or more Curses. During the Reset phase, if you do not control 2 or more Dark Conjurations, Wailing Revenant's action marker remains inactive. When Wailing Revenant is activated, if you do not control 2 or more Curses it loses Fast and gains Slow.
Temple Guard: Level 1 Holy creature
10 Mana, Full, 0-0 Range
1 Armor, 8 Health, 11+ Defense (1x)
Quick Melee 4 Dice
Defense Rolls +1 for every Temple you control.
Armor +1 for every Cleric you control.
Gains Regenerate 2 if in the same zone as a Temple or Angel.
Boiling Oil: Level 1 War Incantation
7 Mana, Quick, 0-2 Range, Friendly Non-Flying Soldier Creature
Quick Melee, Fire, 6 Dice, 4+ Burn, 9+ 2 Burn
Target creature may make the above attack as a free action, so long as it is in the same zone as a friendly Outpost. Destroy this incantation after one attack, or at the end of the round, whichever comes first.