this is a Myth 1 pip card, that can be enchanted on to any minion card before casted...
it will give you 5 options for you to select for every turn attack, shield, blade, heal, trap (if the minion is capable of doing anything of those, if not itll not show) this will not guarantee that it'll still do as you say, you set it to attack, and even though it has 5 pips, it'll cast a 1 pipper.... has 7 pips, and instead of healing with rebirth, it uses unicorn.... you have control of how it casts.. not what it casts
this is a Myth 1 pip card, that can be enchanted on to any minion card before casted...
it will give you 5 options for you to select for every turn attack, shield, blade, heal, trap (if the minion is capable of doing anything of those, if not itll not show) this will not guarantee that it'll still do as you say, you set it to attack, and even though it has 5 pips, it'll cast a 1 pipper.... has 7 pips, and instead of healing with rebirth, it uses unicorn.... you have control of how it casts.. not what it casts
Great Ideas, but that may be giving you to much control over the duel circle.
If nothing else, there should be a spell card to tell your minion to pass, or a button to do so.
Other ideas for this have been given before. Be it as a feature for everyone, a Myth specialty, an enchantment, at varying degrees of control. I personally think the last two together would work well. Maybe have a cousin of Tish'mah show up in Mirage or the next world as a secret trainer for minion enchantments. The lowest tier could be seeing the next two cards your minion would cast. Then higher up it could be controlling what type of spell they use (ward, charm, manipulation, heal, attack). And after having learnt them in order (possibly about 5 spells), the highest one would be selecting the exact spell your minion uses each turn. Just my thoughts.