Quote:That's exactly how they work! Interrupt spells go into a "stack" with newer spells on top of older spells. When everybody's done casting interrupts, you begin resolving from the top of the stack downward. Normal speed spells aren't necessarily more powerful, just cheaper.
Original post by Edtharan
Well you could use an interupt spell to interupt another interupt spell (did that make sense?). Each interupt spell can jump infront of another interupt spell. Normal spells can't do this (but tend to be more powerful).
But I still don't get why a fireball should be capable of undoing any water spell. Even if it made sense to me, it wouldn't matter, because everybody would get counter-happy. I'd sacrifice every spell in my hand to prevent you from casting "Summon Ultimate Megadeath Muspellheimr Hellprince Surtr", wouldn't you? Nobody would ever get to bring Surtr into battle, because nobody else would let them!
@Technogoth:
Either I don't understand what you mean (very probable), or you misunderstood what I meant by counterspell. In M:tG, there is a blue spell called "Counterspell" that cancels any other spell that hasn't resolved yet. You seem to be using counter in a different way, and I don't quite understand what effect that would have on the battle.
However, your suggestion on a "quick play" game would solve my original problem, but how would players collect spells and minions? This would also preclude the use of magic outside of battle, which was the original impetus for this project. Without the "gotta catch 'em all!" metagame, and the creative use of magic as puzzle-solving, I don't think it would be all that interesting.