Well I for one feel like the Seraphon are stronger than ever, I played against a 2000pt Beastclaw Raiders list that had totally floored me when I played against it a couple of years ago, back then I lost with about 400pts left on the table and he had maybe 1900pts. This time I wiped the floor with him, it probably helped that I rolled an 18 with my EotG but even without that, I would have decisively won in all likelihood. Being able to summon ripperdactyls with the EotG is insane, whose mad idea was that!? I don't know what the probability of rolling a 14-17 is when you have a slann nearby (I don't have the mathematical prowess to know how to calculate that) but having four dice to roll, I seem to get that sort of result fairly frequently, at least once or twice per game. And then summoning in general is awesome, spells are ok, and I suppose I should get to grips with the new realms stuff so I can exploit that but I basically ended up plugging all my spells into 18 points in the first two turns and then plugging another two spells to give me 24 points in the third turn and bam, another bastiladon or carnosaur. So powerful.
One quick question is, if I summon a unit, if I then use Lords of Space and Time to move that unit and roll a 5+, the rule says I can move that unit as normal. I'm tempted to say we can't move that unit after the teleportation, but I'd like to be clear on the definition of "as normal", does that mean as their warscroll says, or as normal in the situation they're in, i.e. they've been summoned so wouldn't usually be able to be moved. What do you folks think?