Eye for an Eye:
"INCANTATION. Your mage rolls X attack dice. X is the difference between the number of eyes your active creatures have vs the number of eyes your inactive creatures have (made a positive number). If the total on the attack dice is an even number, your opponents mage rolls 1 dice less than you did. If the total on the attack dice is an uneven number, your opponents mage rolls 1 dice more than you did. A mage can never roll more dice than the total cost of all remaining cards in their spell book minus the number of cards that remain in their spell book. A mage can never roll less dice than the number of creatures that could cause hindrance to the opponents mage if that opponent mage had the flying trait for all zones without walls on their border and the elusive trait for all other zones. The mage who can roll dice the longest may choose a random creature card from the opponents spell book and put it in the zone where the mage who owned this card started the game. If a route exists from this zone to the zone where the other mage started, and this route is no more than 1 zone longer than the theoretical shortest route between these zones, then the creature becomes defected and gains the loud and flapping traits. Otherwise it gains the unloyal and lightning fast traits. If the creature has the flying trait, it temporarily loses this trait for the purpose of calculating this route. If - in the next turns - the other mage can move this creature to their starting zone while the creature did not get more damage than the amount of armour it has, all its traits and attributes are multiplied by 2, the creature gains the dissipate 4 trait and is now controlled by the opposite mage. Creatures with the dissipate X trait, but without markers on them, are returned to their original owner's spell book and all traits and attributes return to their printed values - 1."