Don't bother, Webcatcher
I think the paradigm shift of a "new rule", defacing the Tablets of Stone (gasp!), is too much for some
That's why I've given up on this thread
It doesn't even need to be a new rule per se.
When Magic first started, it didn't have the 4 copies rule
4 copies was the "tournament rules" that then became standard
The same would apply with "Pro Rules" added to the Living FAQ
Though I personally feel they should grab opportunity for a rewrite rules as a download
So traits could to be adjusted to be more relevant to the game (like Rage or Mana Drain)
Magic has changed its rules so many times
Game of Thrones and Netrunner both had worse absolutely broken rules when they were CCGs
I recall how difficult it was getting a Living FAQ to be the norm here (still no version control)
But it happened, we got a Living FAQ, something which is normal in Customised Card Games
So maybe rules changes may happen too - but I won't hold my breath
Options for Wizard (in order proposed)
1. Errata Wizard Training (various options)
2. Novice spells + other essential copies in Utility Pack
3. All Arcane Level 1 trained
4. "Pro Rules" auto-includes (details still TBC, just concept)
5. Wait for expansions to improve other mages but not Wizard (maybe a new "Non-Wizards Only" criteria?
)
EDIT: 6. Errata Wizard's Tower - this is surely a given but alone won't solve it
I really like the elegance of option 3 but the only options which
(a) Get changes FAST and
(b) Cover Dispel, Dissolve and Teleport
are sadly either Options 1, 2 or 4
And people seem undecided on whether Option 1 would really hurt and remove Wizard's concept as a generalist
"Ooh, it will hurt enchantments too much"
No it won't, they have 6 Dispels and 6 Seeking Dispels maximum
Builds will have to decide on 12 Persistent Enchantments or 12 Triggered Enchantments or both!
Jeez, every book we see has so many more enchantments, it's why Wizards play with Dispel Wands!
And the very nature of you being able to QC cast reveal attack with benefit means you are always up.
Yes, level 2+ enchantments become SP disadvantage, but you only bring them out later or to attract Dispels
Essence Drain, Vampirism, Ghoul Rot, Eagleclaw Wings, Force Hold, they are all great as 1 use forcing a Dispel
They become even better if opponent runs out of Dispels or for attracting them so as to protect Mongoose Agility!
I don't buy the argument that more Dispels and Seeking Dispels will be bad for the game
I think it will be good as we will then spend more on CREATURES which we avoid purely because of Obelisk/Orb!
"Ooh it will hurt equipment too much"
I should hope so too, turn 1 Forge (which should have range 1, not 10 out of 12 zones) is so dull
Mages carry so much equipment that it's a wonder they don't qualify for the Lightning +2 Bad Science penalty!
The design flaw is a lack of a Universal school (Neutral in Game of Thrones, No Faction in Netrunner)
Magic went down the let's give 2-3 colours out of 5 their own flavour spells with the same function
Destroying Enchantments: Green, White (Blue can bounce/counter)
Destroying Artifacts: Red, Green, White (Blue can bounce/counter)
Destroying Creatures: Black, Red, White (Blue can bounce/counter)
Mage Wars could go down the same path of similar function spells in different schools
But the problem is this would take a long time to implement
In the meantime, there are a lot of Disenchanted (pun intended) players like Aylin and my meta out there
Gamers are fickle, they have plenty of disposable and they rarely go back
All my ex-Mage Wars friends (hence me) are playing Serpent's Tongue (spells from spellbooks), their latest fad
The woods are burning, gentlemen, while we stick with the most conservative "rules are sacrosanct" approach?
Dammit, I've posted again on this thread after promising myself I will never bother again...
I don't need my blood pressure rising everytime I bang my head against the same wall of resistance in every thread