So if the real concern here is to balance tournament play then wouldn't it be easier to just change tournament rules that impact only a few dozen players at a time rather than change the game itself which impacts all players at all levels?
Um...what specifically are you recommending?
Well I don't believe the Wizard to be over powered. However, if I did believe say Wizard Tower gave an unfair advantage to a player, then tournament rules would simply not allow that spell to be used. I see this similar to poker tournaments where you might have a Texas Hold - em or 5 - card stud style of playing. Since cards are rules in this game we adjust them for the type of tournament we want to foster.
The discussion so far has assumed that tournament rules are fixed and the game design must change. I am offering another way to look at the issue. Keep the game design the same and modify tournament rules to meet desired outcomes. For example, why not try a no wizard's allowed tournament and see who competes? There are many avenues available to us that are easier to implement than a wholesale change to game rules.
When we change the game system by rewriting previous rules or rules on cards it adds barriers to new players learning and enjoying this magical game.
Hmm...and what if the wizard loses his spot as #1 Mage at some pout in the future due to new cards? Then what? Do we just temporarily ban mages left and right?
But you might kind of be on the right track. We could use block formats, which only mages in the block would be allowed to participate in. Problem is that we just don't have enough sets yet to make a block format that doesn't include the core set. And I doubt there will be an arena core set 2 with different mages anytime soon, probably not until we're a decade in if at all.
Tbh, I really want to love the wizard, and there are some things about him that I really like. On the surface he looks like he should be my favorite Mage. A smart trickster researcher Mage that benefits from knowledge and counters spells? Yes please! Unfortunately he seems to be somewhat of a two-trick pony nowadays. The combination of wizard tower and his superior training means that he will ALWAYS want to run an attack spell toolbox supplemented by maximum metamagic. Mana denial and big arcane creatures don't see as much use nowadays. From what I hear, wizard wasn't at all OP in the early days, though that could just be because of a lack of player experience. The problem is not necessarily the number of elemental spells available over time, since the wizard only pays less than every other Mage for one element at a time. There could have been an advantage gained by earth wizards after forcemaster vs warlord, and for fire wizards with forged in fire, but the overall advantage of wizards over other mages in general would not have increased more due to forged in fire. I could easily see the increase in the number of elemental spells over time becoming a big problem in the future though.
Making him pay triple for non trained elements would help lower the power of wizards who use attack spell toolbox though. If they have to pay triple for non-trained elemental spells, that means that including the same amount of non trained elemental spells will leave less room for other spells. This might actually give the water wizard more of a unique flavor than just being "the most spell-point efficient wizard". The water wizard is already pretty powerful with easy access to dissolves, rusts, and acid balls, on top of all the other arcane staples,
EVEN THOUGH there are very few water spells currently existing in the game.While I don't like the idea of having to change the wizard, it seems like it might be the only viable long term solution. He is literally the ONLY Mage who does not pay triple for anything. All the other mages are faced with difficult decisions about what to include and what not to include in their spellbooks. When was the last time you went over on spellbooks points and had to trim down a wizard spellbook? Because on at least some if not most of the wizard books I've tried to make, I actually had to put a little effort to even REACH 120 points. Versatility of playstyle in a Mage is okay, especially for a more controlling Mage, but there's a difference between strategic versatility and having a relatively bottomless spellbook. If you have answers to everything, you should not also have maximum answers to every individual thing. The wizard isn't just extremely versatile, he's also got a LOT of synergy, and he doesn't seem to have to make much if any trade offs between synergy and versatility during spellbook building like the other mages do. He gets a large amount of both at the same time.
Changing wizard tower would only be a temporary solution. Even if we change the tower, we'll be at this same problem again in a couple years after more elemental spells have been released.
Sometimes it's better to rip the bandage off right away and get it over with. Otherwise you'll just have to do it later, and it will hurt more than if you had ripped it off right away.