Thank you Gobbo-man! Pity about the white space though...
From what you are saying, these are the only things I am really interested in. The alternate magic systems sound alright, but spell points are already in UA and the skill based spell casting sounds a little off somehow.
I always did like the playing cards options from Deadlands, but for D&D I might just replace it with tarot cards. The question is, do you leave the major arcana in or not? It would be interesting to do. Perhaps it could be like treasure ala castlevania. Certain quests will get your group certain powers represented by the Major Arcana cards being slipped into the initiative deck.
What is the basic run down on how this works?
The alternate combat rules also sound sweet, but I won't ask you to post them all. or even most of them. Weapon speeds sound like the most likely for me to put into play though. I can guess how those work. Either negative penalties to Initiative or maximum dex bonus like armour. Combat defense is pretty vague though... perhaps just a bit of a hint on that one?
Wound levels. This I want to know about more. The injury system in UA was nice, but seemed ... lacking somehow. I don't have anything specific about that, but any review of the system would be great.
I think I might pick this up later on when I actually have some money.