Astral is brutal in the end game, easily the most powerful field excluding Blood summons, and it also has some good tricks for early expansion vs inddies. The good thing about astral is its versatility, and the fact that the related ward can only protect to a certain degree.
I would be willing to prove the point vs anyone that thinks otherwise.
Concur with most of Jasper's points. I like having Magic duel in the game (and this from a player that has spent quite some time playing a 2nd tier astral nation), tho the effects from a lost duel are open to debate & suggestions.
I cannot see how some players claim that 'banning Magic Duel increases options', IMO it does the opposite: every single SC pretender will be designed with some astral proficiency because it gives both mobility & the *best* combat booster spells. It's the best magic to have on a SC with the risk removed, and gives Mind Hunt immunity as a bonus.
[ November 24, 2003, 09:34: Message edited by: Wendigo ]