Welcome, Sylex. I absolutely love your forthright, opinionated style!
Reminds me of another MtG player I know...
I feel you are entirely right on all points. Your MtG training puts you ahead of the curve for your experience.
I suspect the approach being adopted is NOT to change card text wherever possible but to either
(a) release counters
(b) tweak the rules via a Living FAQ
What this means is the Wizard comes out strongest in the 1 Core Set card pool.
Even without Tower, Transfusion, Jelly, Gargoyle etc (as other mages are similarly limited to Core pool)
This imbalance may put off new players, especially MtG players where Control builds are bread-n-butter.
When trying to convince my MtG players to get into this game, they are put off by this blatant imbalance.
It is harming the game and future cards nerfing Wizard will not help as they will not buy them and are lost.
I think the decision to simply not errata Teleport to Exclude Enemy Mage is the most harmful decision
I also agree that Dispel should be Novice (this also helps Warlord), leave Purge and Steal as Wizardly
Both of these decisions would reduce the spell point tax on builds hence promote more creativity
I would stop at there, at least for the moment
(Whilst adding errata, they could revert Battle Fury to as is, Temple of Light to just Epic, keeping Hand as Unique)
An errata to a Mage Card's text (to hurt the Wizard) is a major step
I wish they would (Wizard Training, Battle Orders, Wounded Prey etc) but here I understand their retiscence
It really would be too much of an admission that they got it wrong
MtG players are very comfortable with card text changes and even rule changes
However the target audience of this game aren't MtG players (who lets face it are "analyse cards and abuse them" mindset)
It's for a more relaxed fun experience I feel
When I play Mage Wars, I play it for the experience (like a RPG) as much as for the competitive element
Oh, who am I kidding, I'm an MtG Spike, I play to win
But seriously, as experienced MtG players, our optimising minds can sometimes be alien to their theme based decisions
You've no idea how theme, not strategy and "what is good for the game meta?", seems to be more of a driving force.
And I don't think that's necessarily a bad thing because here, you can't equip a Loxodon Warhammer to a Bird of Paradise.
It is more of an immersive experience.
They also want to avoid "status effects", "triggered effects", "effects on the stack" and such complications.
And on this point, I wholeheartedly agree, just to differentiate the game and make it more accessible.
The Lifetime Value / Return on Investment dimension makes it far deeper than many give it credit for.
And there are many Resources to manage and balance, as well as the complete freedom of Double Tutor.
The "let's play with Trading Folders" was a genius USP and I'm surprised other games haven't copied it.
Mage Wars has so much going for it - but it doesn't do itself favours sometimes with stubborn decisions etc
As a longtime MtG player, you must remember how broken it was (Ancestral Recall = blue Giant Growth?)
Now compare Magic to Mage Wars at the 2 years old maturity; Mage Wars really is way ahead of the curve.
Once you accept it's a hybrid of MtG and D&D, just embrace the experience and you will get more out of it.
It took me a while to "change gear" from my uber-competitive MtG midset (I still abuse cards horrendously, bad habits).
I totally agree with all you wrote but now I just chill, it's not Pro Tour Magic with a $1 Million prize money.
It's a game where players can live out their Mage fantasies and just have fun escaping into the Arena.
Btw: they are really nice people and as a small Indie company, they do listen to their fanbase.
If you ever experience their Customer Service, I am told by my friends it is absolutely amazing.
So every time I am critical (to provoke a perceived benefit to their game), I feel pangs of guilt.
(I loved the title of this thread too. More please!)