The "ayes" have it.Here are a few (attached) that I came up with for "balanced" 3-way free-for-all Domination matches. We tried one ("V'tarrian Vault") but found that the terrain mostly didn't matter. That said, it resulted in our first ever "win by annihilation," so there's that. And then we tried another ("Lava and Pools and Pits, Oh My" but found that both Samandriel's Circle and Obscure Mist quickly got replaced by Shallow Seas, and that Altar of Oblivion can get cheaply replaced by any Conjuration - Terrain (e.g. Consecrated Ground), effectively turning it off... and that in general, the release of "Conjuration - Terrain" spells really nerfs the impact and usefulness of Domination terrain.
Has anybody else found this to be the case? Have you house-ruled that Domination terrain continues to function even if Conjuration - Terrain is placed in the same zone (which might make sense for the beneficial ones, but might be anti-thematic when there's Molten Rock in the same zone as your Shallow Sea, or a Spiked Pit or Corrosion Pool on your Steep Hill).
P.S. Not all of these have been tested and some might be broken. e.g. In "Tee Time," P1 could move + extend a Wall of Earth to completely cut off P2 from the orbs, then QC extended Wall of Pikes to corner off P3 (assuming 20 starting mana). Similarly, in "Buried Secrets," whoever wins initiative could double-move to the Secret Passage space and extend a Wall to corner themselves, granting themselves exclusive access to the "underground" orbs + Altar of Oblivion... at least until the other two mages break through that wall and chase her down.
*edit* Actually, P1 could do something similar in "Lava and Pools and Pits, Oh My," and in "The Great Sacrifice," if P3 wins initiative, he could wall off both the other Mages without even needing to extend the walls! Haha... OK, so, this is exactly why we need a map sharing sub-forum.