[Zuberi, I will respond with my counter arguments but I'm a bit busy at work here in the UK]
Ok, Zuberi, I've finally got time to answer you. I haven't forgotten.
Apologies for the delay but I was preoccupied on more interesting threads than proving something I already know.
Meantime, Lettucemode has been doing an excellent job highlighting the holes in your argument (bravo!)
Me, and no doubt many others, including Arcane Wonders,
respect you immensely as an expert on the rules.
However I believe there have been cases where you blind adherence to the rules may be damaging to the game.
I gave up too easily on Mind Control, where you played your "This is the Law!" Tablets of Stone rules expert card.
Arcane Wonders ruled with you, partly no doubt because you are the safe pair of hands and I'm the loose cannon.
Unfortunately the Forcemaster suffered with the errata that followed once they realised your way was too strong.
I get the (unfair?) impression it's all about the rules, not the bigger picture like fun or intuitivemess or even balance.
One moments the rules state X and you are a staunch advocate of X.
Next minute they change the rules to Y and you are a staunch advocate of Y.
The fact they changed rule X to Y (like "watering burning plants") doesn't make you question why you supported X.
It's a good thing you weren't active during my House Rules thread as you would have pilloried me for not respecting rules.
Well, here's a thing about me, both in games and in other areas of life: respect has to be earned.
Frankly, using Divine Intervention like this only earns from me the greatest contempt that they knowingly allowed it.
This adherence to rules "because they are the rules" is an admirable trait (maybe you are a soldier or a policeman?).
It is the polar opposite to me as I am always questioning, always critiquing, seeking to improve and not to stagnate.
From recent frustrations I've faced, I think your conservative approach is far more at home as a Playtester than me.
However this time, I am not going to give up so easily.
Due to the way Teleport's targeting system is setup, I would be able to teleport you further than you could teleport yourself. I then would have several options to restrict your movement or block your line of sight to prevent you from getting back to your fortress, using my quick cast before you have had a chance to act. You shouldn't simply engage in a teleport war. That is quite unwise. Especially if they have a teleport wand (which must be dissolved).
So let's wheel out the old cliche that Teleport is there to defend against a turtling Mage/Priestess in her corner.
Firstly, let's talk about Teleport before I come to the irrefutably broken card that is Divine Intervention.
Any Wizard doing this Turtling trick will have Nullify protection.
More than that, he will have plenty of time to set up 3rd party Nullify + Enchantment Transfusion protection.
Because you have been spending Mage actions moving while he has been doing stuff in a super-efficient way.
You cannot hope to Teleport him out or Dissolve his Teleport Wand range 1 (they created Orchid to bypass).
In fact he has so much control, the moment you're within range 2 to Teleport him, you'll be sucked in instead.
Where the Enchantment Transfusion trap is sprung. I said it back then that given time, there's inevitability about it.
Again, they created Cloak of Shadows to prevent this happening too easy (but it's also Dark Mage Only tech).
Necromancer can wait him out with Pestilence + Deathlock in opposite corner; they have mage-specific answers.
Even worse, as mentioned in "How to Beat the Wiz?", the Necromancer could build Altar of Skulls and out-turtle.
So between vine range Orchid to destroy Teleport Wands and Necromancer tech, they have reacted to Mage Pit.
But these are specific tools for specific mages - what about the rest?
It's a very horses-for-courses approach instead of just changing the rules or introducing Novice cards for all etc.
Your theory that you can just out-Teleport a Mage and extract him out does not hold water in practice.
So while I agree this would be a good reason to keep Teleport and endure the pain, it just fails in that task
No benefit but we retain Teleport Checkmate, this brutal technique lacking finesse, detrimental to the game.
It does not make sense allowing Enemy Mages to be Teleported under our current card pool (or with FIF).
Teleport was a brutal way to solve the Turtle Problem that has actually backfired and caused more problems.
The designers should have approached it by granting greater benefit for controlling more zones with zone exclusives.
By making sure ranged tech like Akiro's Hammer (why Golem Pit has a Fog Wall) is available to breakdown a Fortress.
By creating more "smoke them out" cards like Pestilence (how about damage from adjacent Passage Blocked Walls?).
There are more creative ways to solve the Turtle Problem than Teleport which is the most sledgehammer method.
Which has backfired badly, a standard shortcut for totally ignoring tactics, destroying players who want to wargame.
Now for the subject of this thread, Divine Intervention (and its interaction with Enchantment Transfusion).
Transfusions give my Divine Intervention the freedom to always survive, no need to guess, even vs. Destroy Magic.
So there you are, after triggering Nullify, casting a 12 cost Teleport to move me 4 zones from my Sacred Fortress.
Except I trigger Transfusion, move Divine Intervention to you to drag you into my Knight Pit instead then wall you in.
Your 12 cost teleport is countered and because you went within range 2 to cast Teleport, you are now in my Holy Pit.
Divine Intervention + Enchantment Transfusion (which bypasses Nullify) means there is no way you can extract me!
So yet again the initially sensible reason you give for retaining Teleporting Enemy Mages has been debunked!
Teleporting Enemy Mages with the current card pool is causing untold damage to the game.Zuberi, I suspect you are an Arcane Wonders plant, not just because of your sudden appearance, knowing the rules so well.
But also always blindly supporting the rules, backing them at every opportunity, a super loyalist on BGG and Facebook too.
If you're not a plant, this Judge Dredd following laws and not common sense is probably done with the best possible intentions.
But sometimes it's important to step outside the comfort zone, to consider heresies like (whisper it) "changing the rules"...