These are my thoughts.
* I would probably make sure all Mages had an equal cost for mobility spells such as teleport, force push etc.
* Make sure all Mages have triple cost schools.
* Not being able to use duplicate armor equipment cards, so no one stacks Dragon scale hauberk cheap, they've to go out of their school to get another chest armor.
* Add +3 mana cost reveal on Mage Bane
* Add a decision timer: 5min in the planning phase, 2min/creature action. I hope this would speed up the game + add some extra pressure so that players will make more mistakes.
Overall I think Mage Wars is a fantastic game, I just feel that some mages are a lot stronger than the rest.
That would be bad for the Forcemaster.
Forcemaster pays triple cost for non mind creatures not for a particular school. Would you change that then?
Giving epic to all armor equipment cards? What is the purpose of that? It sounds like an attempt to nerf armor stacking because the wizard uses armor stacking and he's OP. But that doesn't mean that armor stacking itself has anything to do with why the wizard is OP. I find it hard to believe that leather gloves would need the epic trait, for instance. Also, what about rhino hide and barkskin?
+3 mana to magebane's reveal cost? You think it should cost as much as or more than ghoul rot?
Please be honest, do you really believe that these "fixes" would actually improve the game in the long run? Please please don't take this the wrong way, but for a high level competitive player to suggest that those things would make Mage Wars better seriously is very very surprising to me. The only explanations for this that make even a bit of sense to me are either
1. I must still be an amateur at the game who has no idea what he's talking about. The kinds of things that I think would obviously cripple the game beyond repair might actually improve it instead.
2. You want the quickest and most efficient ways to balance the mages, even if it means errataing the hell out of a gajillion different cards and making the mages less specialized to the point where you almost might as well not have different mages at all. Not certain how nerfing armor equipments by giving them all the epic trait fits into that though.
3. None of us have any idea what we're talking about when it comes to the design of Mage Wars because we're all just relying on a combination of personal experience/intuition and abstract theory rather than systematically playtesting with our "fixes", recording the results and comparing it to how the regular game is. Perhaps personal experience/intuition and abstract theory are good enough for being able to play the game really well, but not for explaining why certain things about the game are the way they are and what it would be like if those things were different.
I wanted a faster-paced game where armor stacking in your spell book would be punished, and instead encourage you to use other cards to avoid this "armor meta-thinking". The epic trait would only be applied to chest pieces because of their armor + something bonus, another reason is to nerf the spell book efficiency of chest armor swapping to counter corrodes.
The reveal cost on Mage Bane is mainly to nerf the direct damage builds that I tend to see from Wizards and Necromancers who tend to casually cast one at the first chance and gain a huge momentum swing because of it.
They do this because when the spell is so cheap it gives you a huge benefit in the game. You either deny planned actions because they are scared of the damage starting to stack up, or get a value dispel from them.
Since most mages don't run a lot of dispels it's very beneficial to make them "waste" one on Mage Bane + even if they do you would've already "won" the trade just by making them take damage and react to you instead of you reacting to them.
However if you can afford to reveal Mage Bane it will also make it a lot harder to deal with since it would be 8 mana to dispel instead of 5, which might also make your opponent less likely to dispel it and giving you more "bang for mana" out of your mage bane that it would in other cases.
Regarding your concern about the Forcemaster.
I've seen a lot of builds with her; either you buddy up with the bear, play the invisible stalker or go at it alone.
However the force master I've seen with the most success in our group is the one that goes for channeling and thought spores.
The Thought Spores use utility spells and attack spells to help the mage control the board while she smashes things with her sword or by controlling the enemy with her abilities. This force master that uses creatures from her school has always been a huge pain to deal with regardless of which mage I've played, not counting the Wizard.
I do believe it's very hard to punish the mages who go for these "safe builds" with armor and direct damage. And by increasing the cost of these armors maybe the meta would change.
Also by trying to deal with the Wizard by increasing the other schools spell book point cost could be a way to make him less op. I do believe the Wizard Towers is an extremely strong card, but I don't think targeting that card alone would fix the Wizard. I think the issue is about the huge spell books they can create and how they almost always seem to have an answer to your game plan.