Caster of Magic — Spell Counter-Graph

CoM counters form a directed graph where each tier’s standard answer ages out and demands a more expensive successor. Same structural pattern as Monopoly’s efficient-frontier dominance map, applied to spell economy.

Links: Master of Magic — Economic Analysis, CoM Anti-Colossus Counter Analysis, Efficient Frontier Trade Theory, BattleValue, The Dominance-Frontier Lens (the general lens this counter-graph instantiates) Project: masterofmagicdata/com/spells.json is the source


Thesis

CoM’s spell book is not a flat list of effects — it’s a dominance graph. The cheap counter to today’s threat is the threat that ages out tomorrow, demanding a more expensive successor. Mapping the graph reveals (a) which research investments are forced, (b) where asymmetric counters create attrition wars, and (c) where the only “counter” is behavioral discipline rather than another spell.

This is the same methodological pattern as the Monopoly Efficient Frontier Trade Theory: identify dominance edges to collapse a brute-force decision space into a navigable structure.

Scope Categories

Counters operate at different scopes, and a complete graph needs nodes for each:

Scope Mechanism Examples
Single-target active Removes one effect on one unit Dispel Magic, Disjunction
Area active Removes all effects in an area Disenchant Area (overland), Dispelling Wave (combat-mass)
Passive pool Buffer that auto-counters until drained Counter Magic (70-pt pool, -10 per cast)
Resource denial Starves the spell pool itself, not the spells Mana Leak (5 MP/turn drain)
Lock/protect Increases the cost of removal Spell Lock (~2× dispel cost)
Behavioral No spell, just discipline Don’t-stack vs Dispelling Wave; delay-don’t-counter vs Spell of Mastery

The Warp Wood Frontier (canonical example)

Tier 0:  Bows                                  free with unit
   ↓
Tier 1:  Warp Wood (Chaos C, 5MP/320RP)        strips all ammo
   ↓
Tier 2:  Magic ranged units come online        Warp Wood doesn't apply
   ↓
Tier 3a: Resist Elements (Nature C, 5MP/440RP) +4 def vs magical ranged (cheap partial)
Tier 3b: Magic Immunity (Sorc R, 36MP/5500RP)  100 def+res vs spells & magical ranged
   ↓
Tier 4:  Disenchant / Dispel Magic on the buff back to dispel taxonomy

The cost ratchet is roughly 5-10× per tier. The cheap base counter (Warp Wood, 5 MP) becomes irrelevant in the magic-ranged meta; the late counter (Magic Immunity, 36 MP + 5500 RP) requires a different realm AND deep research investment.

Dispel Taxonomy and Asymmetric Edges

The dispel formulas show that counters are taxes, not bargains — equal-cost = 50% chance:

Spell Realm Cost range Formula Notes
Dispel Magic Arcane 10-50 MP cost / (orig + cost) Single-unit, in-combat
Disenchant Area Arcane 50-250 MP same Overland enchantments
Disjunction Arcane 375-1875 MP cost / (1.5 × orig) Globals — worse ratio (asymmetric edge)
Dispelling Wave Sorc Uncom 25-125 MP (0.5×cost) / (orig + 0.5×cost) Mass combat dispel — half-power, area

Asymmetric edge example — Spell of Mastery vs Disjunction. SoM costs 15,000 MP. To get 50% Disjunction success: 11,250 MP. The counter is nearly as expensive as the spell. Conclusion: SoM cannot be reliably dispelled — only delayed (chip-attack the caster, attack their cities, pressure them to interrupt). The “counter” is behavioral, not magical.

Spell Lock as a cost-doubler. Mind Storm (35 MP) without Spell Lock: opponent’s expected dispel cost = 35 MP. With Spell Lock (100 MP) on top: opponent must dispel two layers, expected cost ≈ 270 MP. You paid 135, they pay 270 — net 2× ratio, exactly as feedback_spell_lock style discipline predicts.

Counter Magic as Zone Defense

Counter Magic (Sorc Uncom, 50 MP, 1280 RP) creates a 70-point pool. Each enemy spell rolls cost/pool chance to succeed; on failure, pool drops by 10. Over the lifetime of a combat, that’s ~7 enemy spells potentially denied — passive, no targeting required. Different category from active dispel: pays once, denies many. A natural complement to Spell Lock for stacking-based wizards.

Mana Leak as Resource Denial

Mana Leak (Death Common, 20 MP) does not target a spell or an enchantment — it drains the opponent’s capacity to cast at all. 5 MP/turn off caster units, 5 mana crystals/turn from the wizard, 1 ammo/turn off magical-ranged units. Over a 10-turn combat that’s 50+ MP worth of denied casting. Counters the spell pool, not the spells — orthogonal to dispel. Pairs especially well against caster-heavy stacks (Demon Lord, Djinn, Efreet).

Open Chains Worth Mapping (next exercises)

Limits and Caveats

Tags

games, strategy, game-theory, simulation