Yep.
The game has so many good mechanics all melded together and that's what makes it survive these mistakes
Much of it is just resource management, investing in assets expecting good return over an antiipated lifetime
I find those mechanics in many Eurogames, though none of them chromed up so flavoursome like Mage Wars
But what makes it so special to me is the hidden enchantment mechanic
More triggered enchants would be great
I've never actually pulled off the "I Reverse Attack your Reverse Attack" coup but assume it's rules legal
Nobody plays them anyway because of the silly Unavoidable nerf
But even persistent enchants timed at the right moment can be great
"I reveal Cobra Reflexes in Avoid attack step, Oh, I guess I better reveal my Falcon Precision then"
It's never happened because they priced Cobra Reflexes too high but it's what could be possible...
I grudgingly understand why they went for "soft control"
By soft control, it's all these mandatory enchantments (I understand avoid double Nullify but the rest?)
The reality is the game has to be accessible to everyone and encouraging control can strangle a game
Denial and thwarting (cancel, rebound, redirect, return to book etc) is not fun when it gets too strong
And fun has to be the most important criteria for playing MW - this is not $1 million Pro Tour Magic here
But nothing, I mean nothing, beats the look of surprise when you reveal an unexpected enchantment
Surprise!
I use Enchanter's Ring in almost all my builds, even Warlock (for buffs and curse transfusion)
It's probably the best ring because of its versatility (Arcane is best School/Mage limited ring)
I wish they explored Traps more, created more Buffs and more Traps that target zones
Enchantments are only as good as the possibilities it may be and neglecting Traps is such a waste
Again, they made it mandatory when there was absolutely no need - it is a banked range 0 effect
An example of enchantments being only as good as the other possibilities:
If he enchants a conjuration with channeling, you can bet it's a Harmonize
(I've used this assumption to distract him into attacking a Forge with Decoy when he should have gone for me)
DvN is great but it had so few enchantments when it's such an enchanting mechanic
Magic players will understand when I say it's Suspend and Morph and Aura all in one!
Forcemaster is a really challenging build these days
The enchantments route is great fun against Living builds
Mongoose Agility is key to get past all the Charmed guards
I'm trying to salvage Mind Control and the best I could up with is...
You obviously have a Battle Forge (= turn 1 FM action generator) and within 2 of it with LOS
Aggro mage is with his Bear Strength Grizzly (wisely no other buffs) or something similar Elite
You are with them, probably all in the same zone, all cuddling up in a friendly bear hug
In Final QC gaining Initiative next turn, you cast Mind Control on the Elite
In Planning, you choose Nullify and Block (just in case, you plan to buffed Galvitar attack him)
In Deployment, your Forge grants you Healing Wand (essential for FM) to go with Galvitar
Before first action, reveal Mind Control for 8, QC remove Stun for 4 and attack him for 9 dice +1P
Assuming all your prior Force Holds have deprived him of Dispels, he's now in trouble
Naah, it's just too convoluted...
You can do similar just with Force Holds, your innate Force Pull (bypass Nullify) and your buffed Galvitar attacks
Can anybody defend having 1 Mind Control over 3 Force Hold?