give player 1 on each team a choice in a rock, paper, sissors game. The win from that mini game goes first. no new spell needed.
I disagree, that is not a better way to decide--for reasons we have already discussed at length. See the above posts indicating how people win with giant one-hit cards, while the second-turn player is powerless to stop it.
so what school would it be (even the trainable spell reshuffle is balance) most people would probably get mastery amulets for whatever school however anyway post what school it is and i will post my edit
It wouldn't be school specific--in the last thread I made about this I think I suggested Astral, so no school could dominate the spell.
And I'm not married to the idea of it being 2 pips. It could be X rank for all I care, we just need this spell in some form.
Honestly, I agree with Mysteryman. It would be more fair than what we have now. Also if they the turn system like Pirate101 does with 2 separate distinct planning phases it would help. Going second has always been a disadvantage with this game.
I like how the turn system is already. I think that adding in this spell would just be unnecessary.
The second turn disadvantage isn't that bad, if you know what you are doing, you should be able to overcome the obstacle. Plus, there isnt a better feeling than winning from second :P
In the examples you gave, I find that some of the wizards going second aren't being the "best". And there's plenty of real life situations where a wizard wins from second(some of which, can be found on youtube). Going second isn't a complete disability that puts the wizard going second at certain death when the person going first is getting a large single hit set up, which was what it seems you were trying to illustrate in your examples.
For #9..what about casting virrulent plague, myth dispel, weakness, or black mantle? Beguile would also work.
I absolutely agree, there are many ways you can attempt to thwart your first-turn opponents, but I would point out that being super-resourceful is currently our best response to an unfair system, and unfortunately, all of our current solutions are imperfect. Sometimes the cards you need will not show; sometimes they fail to weaken your opponent enough, sometimes you fizzle when you really needed not to, sometimes your opponent gets an unforeseen critical... in sum, sometimes there you are left with no way out and you have to lose simply because you were given the second turn. That's where I think we need a fix, because unlike packing the right cards and using them, turns are something we currently have no control over.
If players could change whose turn it was to go first, the iron-clad advantage of going first disappears. I don't mean to say this is a perfect fix, but it was not intended to be. It was just meant to level the playing field a bit more.