I've played several team games of Mage Wars now following the base rules, and I have found two big problems with it that I am going to set out to fix in this post. First, let me explain the issues.
Problem One: Alternating Positions
From the Mage Wars Rule Book: "Make sure to sit so that the teams are sitting in alternating positions: team A, team B, team A, team B, etc. That way each team will have a chance to react, rather than an entire team taking their Action Phases back-to-back."
This rule makes sense in theory. However, in practice, when team mates are meant to coordinate their plans and share information and discuss strategy, all without revealing too much to their opponents, having them sit on COMPLETE OPPOSITE corners of the table does NOT encourage team play.
Problem Two: Mage Elimination
Battling to the death is fun and exciting in a two player game. In a team game however, not as much. When we play team games, we usually just play till one mage is eliminated and declare that team the loser. The loss of half their team is so devestating that usually loss of the game is ensured and there's no fun dragging it out. However, with this rule in place, team games end up being about "who do we focus on" and then one opposing mage is picked on for the whole game. This doesn't feel right to me either.
Solution: Lifebonded Arena Format
To resolve these two issues, I'm thinking about borrowing ideas from my group's default team variant when we play Magic the Gathering: Two-Headed Giant. It doesn't matter if you're familiar with Magic or this specific variant, I will describe the ideas I'm borrowing and how to apply them to Mage Wars.
Spell Rules
The Unique trait and Epic trait both apply to the whole team. Thus, if your team mate has a Unique spell in play, you may not play another copy of that spell. If your team mate has an Epic spell in their spellbook, you can not also have a copy of it in your spellbook. You also can not put Mage Specific Abilities on spells that you do not control, such as making your team mate's creature into your Pet, or putting Runes on your team mate's equipment (even if you cast the equipment).
Board Setup
Using two Arena Boards create a 4x6 Zone Arena. Labeling the Rows as A through D and the Columns as 1 through 6, the top left zone would be A1 and the bottom right zone would be D6. Team 1 would then start with their mages in B1 and C1, while Team 2 would start in B6 and C6. This allows team members to start near one another, yet with enough room so that they don't compete heavily for conjuration space. They also start within 5 and 6 zones of their opponents, which is comparable to a normal match and allows rush strategies to be just as valid, if not more so, as normal.
Shared Initiative
Initiative shall be shared by team members. When it is your team's turn in initiative order, only one of your team members may act. Decide as a team which team member gets to act whenever it is your team's turn in initiative order. You may not use your Quick Cast Marker unless you are the team member currently acting.
Shared Life
Each team shall have a Life total equal to 75% of the sum of the two mages that make up the team. Any damage done to one mage is cumulative against the entire team, and any healing done to one mage removes damage from the team. Thus it is possible for Mage A to take all the damage, and Mage B to still remove it by healing himself instead of his team mate. Consider this an improved version of Life Bond. For those who don't wish to do the math of percentages, I have calculated 75% of each individual mage at the end of this article.
Mage Life Conversion Cheat Sheet
Convert each individual mage using the chart below and then add the two team mates together. Round the total to the nearest whole number.
38 = 28.5
36 = 27
34 = 25.5
33 = 24.75
32 = 24
30 = 22.5
Edit: Revised to reflect the most recent rule set that we use.