I was just directed to this thread, and as the FAQ has not yet been updated, I thought I'd get my questions and comments in.
From the way I understand Arcanus, if two duplicate enchants are unknowingly placed on a target (because they come from different opposing players) then the first one that is revealed is the one that gets to stay legally.
By the rules though, I am within my rights to declare an intention to reveal an enchantment simultaneously to my opponent. Thus if I believe they have a duplicate on the creature, I could immediately declare the intention to also reveal when they decide to. Since I have initiative, I get priority and my enchantment gets resolved first. My enchantment is now the legal one. Correct? (page 18 in the v2.0 Rulebook outlines the rules on simultaneous reveals).
This is just going by the rules that have already been decided and declared by Arcanus. I understand there was a cliffhanger regarding what happens to an unrevealed enchant after a duplicate is revealed. My vote is to allow it to remain. It's just seems simpler. If we say it is destroyed, we end up with the potential for a wrecking ball like Ringkichard described using shift enchantment and other such spells to move an enchant around fishing for its unrevealed brethren.
There's a problem with that though. Even if it's done unknowingly, it's illegal for an enchantment to target something that already has a same-named enchantment attached. So regardless of whether the second copy was revealed first or not, it was still unintentionally cast on an illegal target in the first place.
I also think there is a deep thematic problem along with the mechanical one. Consider the literal meaning of "casting" a spell as opposed to "revealing" it. "Reveal" sounds like you're just "revealing" an object or phenomenon that you already created or brought into existence. "Casting" sounds like it should be the actual creating or bringing into existence. Why does the actual creating of an object or phenomenon--what should be the bulk of the spellwork, always cost the same extremely low amount of mana, while merely revealing that you cast the spell costs so much more!
One would think that it would take a lot more mana to bring a very powerful enchantment into being, and then it would just take that little bit more magical fuel to kickstart its effects into motion. But it doesn't work that way in Mage Wars, and without any explanation it seems very counter-intuitive, thematically.
Here's my solution:
The
name of an enchantment should be treated like a trait. A non-mandatory enchantment would gain its name when its reveal cost is paid--that is to say, when it becomes the specific spell the mage who cast it had intended it to be.
Unlike a non-mandatory enchantment which gains its name when its reveal cost is paid, a mandatory enchantment gets its name before that, when its conditions are met.
I think this solves everything for non-mandatory enchantments. For instance, if both players cast a force hold on the same creature, the one who revealed it first would not be targeting illegally, since a non-mandatory hidden enchantment is shapeless and formless. It's just a clump of mana that has yet to be converted into the specific spell it's meant to become.
As for the enchantment that's still hidden, it could not be revealed, since revealing an enchantment would cause it to become a specific named enchantment, and two enchantments cannot both have the same name on the same target. A hidden enchantment wouldn't actually have a name. Rather, it would have a
potential name.
As for mandatory enchantments: the thing about mandatory enchantments is that they are by their very nature dependent on either memory or honesty. If player 1 casts a nullify on ANYTHING and its conditions are met, they have to reveal it. However, player 2 doesn't know that it's a nullify, and therefore doesn't know that it has to be revealed right then and there. Theoretically, if it isn't seeking dispelled, player 1 could leave that nullify there the ENTIRE GAME and player 2 would never know.
However, you can only include a max of 6 nullifies in a spellbook, and most players don't even include that many. Furthermore, player 2 is quite likely to seeking dispel at least one of them as a just in case precaution against whatever enchantments they think the nullify might be, including what it actually is, if they think it's strategically advantageous or necessary to do so.
Also, if player 1 cheats by not revealing their nullify when the conditions are met, they will most likely reveal their nullify at another point when the conditions are met, rather than waiting until the end of the game and never revealing the nullify to player 2. Decent memory combined with prompt play should make it easier to catch such infringements, but of course, not everyone is good at that.
Personally I think Mage Wars is so complex a game with so much mandatory multitasking, that it can be very easy to cheat unintentionally. I've often found myself looking back in the gamelog on OCTGN when I've forgotten whether something happened or didn't happen. A recurring problem for me is remembering to raise my channeling stat when I cast a mana crystal, and I'm sure I'm far from unique in that respect. I think it would be best to record all official arena matches, so that it's easier to keep track of this sort of thing. If players get confused and don't know whether for instance, they remembered to pay certain upkeep costs in a prior round, then they would have a referee look at the recording. (I'm thinking they wouldn't be able to look at it themselves, since each video camera would probably be recording multiple games at once.)