Respondendo a minha própria pergunta, após uma rápida procurada no BGG, encontrei diferenças que foram listadas e aqui trago o que considero implementável.
-it uses custom dice now instead of D6's, and include a 'special' symbol on two sides for cooler effects on some units. melee attacks now hit on 5/6 and ranged 4/6.
-walls (now called gates) can be built anywhere in your back 3 rows, but also can be built anywhere adjacent to your summoner. so if you run your summoner up you can build gates on your opponent's side of the battlefield. also, the 3 gates in your deck only have 5 health compared to 10 on your starting gate.
-if you do not attack an opponent's card for a full turn, your summoner takes 1 damage. this incentivizes more interaction and will stop late game summoner hiding/running away.
-the board has a magic tracker instead of you using the stack of cards you killed, which makes it easier to see at a quick glance how much magic you and your opponent has.
-the 'players no longer gain magic from killing their own units'.
Além disso, um camarada sugeriu as seguintes mudanças (não testadas por mim):
1) during setup, add two cards to the magic pile for the first player and three for the second player; I use cards from a faction not being used to start the magic piles
2) killing your own units does not give you magic; those units go to your discard
3) walls can only be placed in the back three rows or adjacent to your summoner
4) if you don't attack the enemy on a turn, your summoner takes a wound (attacking the enemy could be attacking a wall or unit)
5) start the game with a hand of five cards
6) draw cards at the end of your turn instead of at the start
Creio que algumas coisas que ele sugeriu eu faria um pouco diferente, mas como disse, ainda preciso testar. Amém de implementar outras.
Depois farei um post no fórum do SW original com isso.