Hi ACG, long time no speak about your cards. We used to chat alot early in this thread (I encouraged you) then life got a bit busy.
As you know, I think you have incredible creativity and you come up with awesome off-the-wall ideas.
The only issue I have sometimes is balance in your great ideas.
Among playtesters, I'm the one who comes up with "too risky" or overpowered ideas that need curbing.
So when I find some of your ideas a bit extreme, imagine how it's taken in a more conservative setting!
Nevertheless, I'm a firm believer that the IDEA is what's priceless, the details can always be fine-tuned.
And you are full of innovative new mechanics that never ceases to amaze.
That said, some of these ideas are not as polished as some of prior work (a high standard to emulate).
You post these to collect feedback and there is nothing worse than nobody commenting so here's mine.
You know that I don't pull my punches so please don't take anything too personal (nothing harsh really).
(Caveat: I'm visiting family, no rulebook, bored hence feedback on your thread as the most interesting new one, so may be rules errors.)
Orb of Obsession
I love the idea, having to block LOS before moving etc. I would make it "non-mage enemy creature" else you are design restricting the Siren creature base. It's as wordy as one of my posts so I'd delete the last line of text. It's Psychic so most Nonliving (not Elementals) and Insects will be immune to it according the subtextual science behind Mage Wars (when they keep consistency). I would also make it Incorporeal as we need greater relevance for Ethereal (we have 3 creatures + 5 conjurations that are Incorporeal, we have at least 23 spells with Ethereal).
Reflection
Light is already the weakest damage type so it doesn't need this. It is also too situational, like Mind Shield, to be ever useful. This also does not add new mechanic, just an optional Reverse Attack for Light. If it was an optional redirect any attack to a friendly creature in your zone (Dark 1) which is funny ("what else are minions for?") then it would be more worthy of your usual creativity. Sorry but a miss in my books.
Sunflower
Ok, I know you like the Defensive Samara Tree Conjurations Druid build. But there is a reason why Flowers are all range 0-0 as they want to avoid Ballistas concentrating on 1 zone, giving you ready marker action firepower. This falls prey to the design flaw of Ballista (which is at least Zone Exclusive). If you made it Nature 3 range 0 then I think this may be more possible. However I really hate ready marker attacks, I think they made a huge error with Flowers because the issue of Temple of Light, Hand of Bim-Shalla and Wizard's Tower (not Sacrificial Altar as they nerfed recursion in Obliterate's wording) was down to having extra QC markers that are ready marker attacks. This was highlighted long before Flowers (even my Resources article highlighted ready marker attacks were incredibly valuable for flexibility and action burst). I was proposing solutions (like Winter Orb's 1 reset) to curb them so as to remove the ugly erratas (and hurt Wizard's Tower) then Flowers came out to legitimise this mechanic. So I am incredibly biased against these mechanics, as I was when I reviewed Ballista. So sorry again, ACG old chap, but this is plain broken as is and needs to be range 0-0 so at least you are limited to 3 Flower attacks max in each zone (due to the Highlander rule) - even then, that's potentially 6 Flowers attacking with a Snatch (non-futureproofed name for Siren's Pull) through Bloodspine all in 1 action burst. Just feel they opened Pandora's Box with Flowers (there are other ways to bypass Nullify to kill Teleport Wands) and this is Ballista-broken.
Blood Pact Robe
I like it. I would nerf it a bit but also make it more flexible. "The first time each round that this Mage takes damage from an enemy attack, place mana equal to that damage on Blood Pact Robe. Blood Pact Robe may summon a Demon whose level is less than the mana on it." Spawnpoints only summon in Deployment anyway, right? Also, I assume Spawnpoints must spend all mana on them? (I always do but is it compulsory?) If not, the Robes needs to stipulate this. The first time gives opponent tactical options and enemy ensures no cheesy self-attacks. Finally I think Enhancement is unnecessary, just give it the 3 Life cantrip effect of Libro Mortis. I'm starting to feel we should minimise new keywords unless they really add to the game and Enhance was added for Enchant Equipment to avoid 2-for-1 which I was never hugely taken with. It's personal prejudice. Overall though, a typical ACG nice idea.
Cursed
Too good. And you know what I think about fiddly mana on enchantments from your Spirit spawnpoint. So it will come as no surprise that I would remove the 1 Channeling, then it's definitely an interesting idea. Probably would be considered "too risky" though sadly. Another nice ACG idea, though its derivative of your Spirit spawnpoint.
Gate of Eternity
I love some of the mechanics (Suspend in Magic). My main issues is it doesn't get Passage Attacks trait so a Push cost 3 kills a mage! The game is totally against kill spells (Drain Soul closest) which I fully support. Also it should be Incorporeal (for reasons given above) and never gain Indestructible, another game principle (objects can be removed). So I'd rechrome it as (a) Incorporeal, (b) Blocks LOS, Passage Attacks and (c) "During each Upkeep, place a Time Token on Gate of Eternity. If a creature whose level is lower than the number of Time Tokens on it passes through it, move all Time Tokens to that creature and remove it from the arena, removing 1 Time Token each Upkeep until it has 0 Time Tokens when it reappears in a random zone (assign and roll a d12)." This is to prevent it being constantly pushed through if it always appeared in an adjoing zone. Because it's mandatory, this gives the opponent tactical plays to send sacrificial minions through allowing safe passage for others. Such a Wall need not be Epic Legendary, could be Extendable and unfortunately would need to be Arcane for Banish consistency. It still is your Time Token Wall idea, but applied to Banish. Clever cards like this would only work if Arcane 1 was the Universal school. Currently the version I've adapted would be an innovative but sadly meta-unbalanced idea. I like your thinking though.
Mycticore
I see no problem with Fungus growing on Golems. Just has to be "Corporeal Creature". I appreciate creature subtype is to provoke Wounded Prey but also create some other unwanted interactions like Rhino Hide and Bull's Endurance and Regrowth. You know how much I hated Plants being given Animal characteristics (as it moves an intuitive RPG skirmish simulation closer to Magic's ridiculous Loxodon Warhammer-wielding Birds of Paradise). So again this is personal taste. However, I like your idea of a Fungus that does damage to you if you fail to kill it in 1 round. It's a bit niche currently, just for Jokhtari Wounded Prey and even then not that good. I'd just change the wordy text to "During upkeep, remove all damage on Mycticore and place it on attached target.". I'd also add Cantrip or tone down level as it will be easy to overdo damage and kill it (aided by opponent) or to Teleport away, destroying it (don't clunkily nerf this as opponent used up a valuable Teleport). This version works well with Flame attacks too so not just for 1 function. It's a good idea but it feels extremely engineered, a bit more elegance is required in my books.
Riftmeister's Mantle
I've already suggested a similar cloak (not in Arcane, we can't give a school its own counters) and sadly, that did not fly. I appreciate competing with 2 great Cloaks has Opportunity Cost and as the first power is situational, you need to give a second power that will be always useful but feel giving a Mage Uncontainable and move action Climbing may be too much so I would add "Unless Restrained" to the second ability, else you are really hurting Nature and Mind which Restrain. You need re-chrome it to not be Arcane. Anyway, my similar idea didn't make it so this is a nice idea that's sadly ahead of its time. I suspect we may see something similar sometime in the future for whoever's still playing a cheesy-Teleport unbalanced game then.
Typing this, I really miss our chats. It's so refreshing to discuss ideas with someone where design, not theme, is the primary driver. You have a far more creative mind than me (I'm good at improving other people's spark of genius) but you need to address balance and meta as well, focus your creativity on what's needed in the game. I know that's hard when inspiration can't be channeled like mana. It's good to see you still crafting nice ideas. And some of your droll witty flavour text really appeals to me too ("the gift that keeps on giving"). I'm surprised there isn't a humorous (but subtle) STD reference for the fungus... Sadly none of my similarly droll flavour text gained favour so again it's a clash of styles I think, as I think they are aiming the game at parents playing with their children, or assume so from a lack of subtlety there.
And if I had a request, please can we have some more Murkh, the Anti-Mage? His flavour test had me in creases (he's my hero, can't wait for the Goblin Mage card) and more seriosuly, the anti-Arcane ideas are very relevant!
Keep up the good work, ACG. I may have been quiet (slightly on orders) but I do read and appreciate your posts here.