Warning! Warning! Another long post from DeckBuilderI am immensely enjoying this thread - so thanks, everyone, for both its friendly positive tone and great content.
Variant cards are not original (why Tarkin also thought of it), just an elegant way of obtaining 2 benefits
1. eroding the Universal school that is Arcane but also
2. creating more choice for all mages (except Water Wizards) when building books.
I have been pushing for some time to have a "Utility Cards mini-expansion" (Magic deck box size, 55 cards)
Initially it was to give more copies of existing cards we all want (Dragonscale, Teleport, Enchanter's Ring etc)
However, this upgrade (very different to other expansions) is also an opportunity to explore Variant spells
Because I really dislike the fact I can't choose different spells, compromising spell functionality to pay just 1SP
The main resistance seems to be that Mage Wars is driven by Theme, not by expanding deck building options
Hopefully, by including Novice spells that weaken Wizard's monopoly of Arcane, this idea may be reconsidered
Novice Teleport doesn't work, because Teleport is a Level 2 spell and the novice trait means you always pay 1 spellpoint (another example of poor rule construction to add to my list; there are many traits that could be worded much more efficiently to allow for greater scope...)
Nerfing range alone might not be enough (the parameters could be tweaked, of course).
Good points, ACG. I think changing other parameters is also the way forward.
So I am going to expand on your suggestion, ACG.
WHAT IS NOVICE?The advantages of treating Novice as a same name variant spell is
(a) same maximum allocation
(b) must adhere to the no friendly duplicates attached rule (only 1 of Nullify or Novice Nullify on target)
Let's establish a basic principle of the Novice spell which I propose should be the following:
"In some situations, using a Novice spell is just as good as the Trained version
But in all other situations, the Novice spell must be worse than its Trained version"What you are getting for buying cheap is simply a more situational version of the trained card
DISPELLet's look at an obvious Novice Dispel (because it already exists as a cantrip with upfront + opportunity cost)
Dispel,
Cost X, Incant, quick. range 0-1, targets a level 1 revealed enchantment, metamagic, Arcane 1 Novice
Destroy target level 1 revealed enchantmemt of casting cost XIf you pay 4SPs, a quick action, 4 mana and your shield slot opportunity cost, you get a cantrip version.
Which can then be Dissolved so the opponent is up on spell points (why Dispel Wand is a Wizard toy).
How many times have you just Dispelled a Mongoose Agility or Agony (or Marked for Death if Swarm ever works)?
This Novice spell gives the Wizard no advantage but gives all other mages more options, especially the Warlord.
Just existence of this would mean the mage who used to have 4 Dispels [8] may choose 2 + 4 Novice.
Which not only erodes the Wizard but also provides greater skill when building your book
DISSOLVENow imagine if this applied to Dissolve...
Dissolve,
Cost X, Incant, quick, range 0-0, targets Mage, Water 1 Novice
Destroy a level 1 equipment of casting cost X attached to targetThis is ok for a melee mage or when being attacked by a melee mage
It would still be used in a mix with full fat Dissolves in non-Water mage books
Yes, it will devalue equipment so reduce Battle Forges out there, a good thing
Suddenly paying 4SPs for a level 2 out of school equipment may not be that much of a risk anymore!
Both Novice spells make out-of-school 4SPs investments (Vampirism, Mage Wand) less of a risk, increasing diversity
TELEPORTNow what about Teleport?
Good point, ACG, about design restrictions like Novice wording (there are so many, it gets me so annoyed)
There is nothing to say you can't have a level 2 Novice spell!
Yes, it costs 1SP to everyone but you can only have 4 Teleport spells maximum
Novice Teleport must be very weak compared to normal (as here, even a Wizard gains, though gains less)
Teleport,
Cost 6 Incant, quick, Range 0-0, Targets Friendly Mage, teleport, Arcane 2 Novice
Target teleports to a target zone up to 2 zones awayThis is a range 0 push 2 for yourself only with targeting zone restrictions intact
It is incredibly less verastile than Teleport, in reality just an Escape spell mostly
Yes, it will devalue Tanglevine but it's too good anyway (I don't like Stranglevine or Quicksand)
But it will also help reduce the fear of cheesy Teleport kills as escaping will be more affordable
While Teleport still grants the ability to extract a Fortress Mage 4 zones away from its Corner
I know Teleport is a polarised subject so this is just a tentative proposal
If this existed, I know some of my opponents wouldn't insist on playing with our House Rule
NULLIFYSo what about Nullify, another Wizard cornerstone?
Here, although I hate mandatory reveal, we are stuck down this route
Because any optional reveal would be better, so it may have to be as weak as...
Nullify,
cost 2+2, enchant, quick, range 0-2, targets non-Mage creature, metamagic, Arcane 1 Novice
You must reveal if this creature is targeted by an incantation or enchantment
You may pay its reveal cost to cancel that spell. Then destroy this enchantment when it is revealedAgain vastly inferior to a trained version (doesn't protect/disrupt Mages), in some cases it's just as good
It still triggers on the same spells as Nullify and this is important (anything less and it could be better)
I would use this spell to protect a Buffed Elite from control spells, Purge Magic etc, adds unknown mystery
Maybe it is too weak but it is very difficult to create a lesser version with the same mandatory triggers
JINXAnother cornerstone of the Arcane repertoire, this needs a Novice version to give to Aggro mages
Jinx,
Cost 2+1, enchant, quick, range 0-2, targets creature, metamagic, Arcane 1 Novice
You must reveal when this creature casts a level 1 quick non-enchantment spell
Cancel that spell, return it to its spellbook and rebate its mana then destroy this enchantmentAgain, I hate mandatory reveal cards but in this case, the no duplicates rule prevents stacking
Jinx is such a tempo card, a brutal trade at mana disadvantage, it really suits aggro builds more
It can delay a key Dissolve, Dispel or Force Push though it it does not help against Novice Teleport
Again the distinction between level 1 (6 copies) and level 2+ (4 copies or epic) becomes relevant
SEEKING DISPELContinuing the opening of Arcane School to other mages, this is another staple as control becomes stronger
Seeking Dispel,
Cost 2, Incant, quick range 0-1, targets Hidden Enchantment, metamagic, Arcane 1 Novice
Controller must reveal target enchantment, paying whatever cost necessary, else destroy this enchantmentThis may be nerfing control a bit too much, just the first idea that came to my head. I dunno.
HARMONIZEAnother staple of Arcane exclusivity is this spell and I feel a Novice version should be offered
Harmonize,
Cost 2+2, Enchant Epic or Legendary Object, quick, range 0-2, mana, Arcane 1 Novice
If this object has a Channeling attribute, increase it by 1This is just to make spawnpoints and familiars more appealing to all Mages, less of an investment to buff.
I can't raise its cost (because Novice must be able to replicate in some situations rule) but can limit targets
Here I chose to exclude the Mage, Battle Forge, Thoughtspore etc
ENCHANTMENT TRANSFUSIONFinally, the last cornerstone of what makes Arcane special - but without giving other mages its tricksiness
Enchant Transfusion,
Cost 2+X, quick range 0-2, enchant creature, metamagic, Arcane 1 Novice
Same tiny text but only any number of controlled revealed enchantments and only range 1 transfusionHere we try to emulate what the picture on spell shows a beastmaster is doing, saving enchantments
I think its important that the Novice does not have half the tricksiness of the original
But it can identically replicate its use in some situations
This was inspired by Wildhorn's comments about "Transfusion cheese" which this tries yto minimise
Anyway, these are just rough draft ideas of course, open to debate - I'm sure others can do better
But the point is that, apart from Dissolve, they are all Arcane staples
By giving lesser versions at 1SP price for all Mages, it weakens Wizard considerably in a far better way
Without blurring the colours of Arcane's flavour by giving it to other schools
Whilst also more choice to our strategising when we build our books - a win-win!
Obviously the inverse occurs as well, rewarding War with better versions of Novice Commands etc
There would be slightly more powerful versions of existing Novice spells for those trained mages
But the priority is to weaken Wizard which is why I've stuck to these spells (and not included Block)
I've also avoided the entire mandatory reveal issue and gone for lesser clones that can replicate
WIZARD'S TOWERYou could extend this concept to Elemental spells but I'd rather not
Instead I'd nerf Wizards' Tower so that it cannot change its spell (like a Thoughtspore)
It's because of Wizard's Tower that all Wizards field the same toolbox of Attack spells
By removing its ability to change spells, you still allow ballsy builds like Blasting Banker
You remove the samey-ness of Wizards, who will now have more spells of their element
That's just my opinion on how to nerf Wizard's Tower without destroying BB Nuke builds
Sorry about the length of this - it's long even by my standards!
But I felt it was important to paint a "what if" world where these spells existed so that we could all envisage it
I know Charmyna is in contact with Aaron and I hope I have managed to convince him about this approach.