From what Artie has talked about, in the past there really hasn't been "rules" for what Spells should do. Most of the time, they just sort of calculated how much "value" a Spell has (via the Pip Cost), then added a secondary effect and made the rest Damage. It was pure randomness. So, in an attempt to create some more consistency in the game, the Design Team came up with "design rules".
Enter: Templates and the Roshambo!
These audits aim to follow a strict interpretation of the Roshambo graphic from Beastmoon (see above). According to the graphic, Death "soft counters" Storm (because the arrow goes near Storm, but not through it). So Deer Knight for example does the opposite of Blades, negative Charms, to counter.
It's the same idea with Lord of Night. Life is the healing school. Since Death "hard counters" Life (arrow through Life), Lord of the Night does the opposite of Healing, negative Charms that reduce Healing (not sure there's a word for that LOL) or "clears" Heals over Times. Or at least, these ideas are my interpretation of it. There's probably other people out there that understand this magic graphic a lot more than I do, haha.
Hope I could make sense of some of these changes. If you need more info, let me know. I'm happy to explain more.
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