by Atvar
I've yet to play the game, but have traded for it and it is on the way. I too am concerned about game-length, and can see hoe healing adds to it in a tactically uninteresting way.I'd like to hear some thoughts on these ideas:
1.) Play with a smaller spell book -"apprentice size (or smaller?)
2.) House rule: Before the game begins, each player names one spell. His opponent may not use that spell during the game. He'd give up a big healing spell, but you'd have to give up something they are sick of seeing you use as well.
3.) Draft format - each player randomly draws X cards of each spell type (creature, enchantment, etc) and may make his spell book using 1/2 of his total cards, and maybe only one copy of each.
Would any of these tweeks speed up play and avoid over-use of key cards, without detracting too much from other aspects of the game?