Wow I just see the fun draining out of the game. So mechanical and chess like. However much I dislike it, I think the new and revised designers intent, is as WT has written. The openness that was the original intent of Enchantments (what truly made the game different from the likes of Magic) has proven to much for the game and left so many cases that everything about Enchantments has been changed to make it "simple". Once of the things I will work on as playtester is to make sure that the card text and intent (i.e. if it is supposed to override the standard rules) it clearly included on the cards.
As for my favorite game I think that I am drifting away from it as it changes to something less joyful.
Couldn't agree more with Sike... Frankly, I don't even care what the actual outcome of this discussion is. Do we allow changing it? fine. Is it too late? also fine.
But, It would really be a shame if enchantments have a completely different interpretation because it is worded slightly different. 99% of the players will not know these small differences. And you will just have players saying "you cannot do this particular move: read page 7 on the tread x", thus fucking up the opponents turn.
Mage wars presents itself with rules being natural. "if you have doubts about a certain rules, just use the ones that feel correct. You will probably be correct and afterwards you can look it up"
There are already a LOT of small rules, and even experienced players make some mistakes during a game. I really don't see any advantage in nazi ruling/nitpicking every single card and making it almost impossible for a casual player to know them.
To me it looks like there are two separate problems with different causes: the increase in the learning curve and the decrease in fun.
I suspect the increase in the learning curve is caused by the increase in the number of edge cases and cards that override the rules. The latter could be fixed with errata to cards to change their wording, like having reanimate target the zone rather than the target discard pile, and then
choose the creature from the discard pile.
As for the decrease in fun, that's probably more because of insufficient diversity in the global metagame and the lack of local interest in some places caused by the delays in new products and long play time, and the balance issues caused by wizard tower for the past year or two. From what I recall, the largest ever turn-out for a Mage Wars tournament was 30 people at Gen Con, right? 30 people doesn't seem like many. However, considering that Seasons, a similar looking game published in the same year has only 73 likes on Facebook while Mage wars has over 4000, I'm hoping that this is just growing pains for the game. Mage Wars is only 3 years old after all.