How to Play
Each wizard starts with 20 life, 100 mana, and a 60-second turn clock. On your turn you read spells out of your spellbook — each costs mana plus casting-minutes off your clock. Win by dropping the enemy wizard to 0 life.
Spell schools
Sorcery · Instant · Enchantment · Conjuration · Necromancy · Evocation · Illusion · Divination · Transmutation.