Oh Tarkin, thank you for the kind words but I am certainly no expert.
The little Mage Wars practice I get these days is play-testing cards.
I'm so jealous when I read about your Madrid Club of mage warriors.
On the question of game balance: my personal opinion is that you're right with the current pool.
However, I can assure you I am undermining the Wizard at every opportunity behind the scenes.
I can't give any details but I assure you that this current state of affairs won't last for that long.
The problem with the design of the Wizard is that strengthening any of the elements helps him.
However, that is not to say that the Wizard is unbeatable - thankfully.
There is always the extra kudos of beating a wizard with another mage.
I see it much like playing a higher difficulty level in a game, a handicap.
Ok, so how do you beat a Wizard with a non-Wizard?
A difficult question when Wizards can be so different!
I'll assume I am playing against a Watergate variant.
http://forum.arcanewonders.com/index.php?topic=13037.msg22962#msg22962Firstly, in case I'm misunderstood, let me say I think Charmyna to be one of the best players in the world.
While I was independently playing a Combo-based Wizard build (Golem Pit), Charmyna took it to the max!
His Watergate concept was the epitome of Efficiency and Attrition (as mentioned in Resources S&T article).
I can imagine nowadays its creature base may be just Hydras and Devouring Jellies with Teleport Wands.
(Because of Hydras against Bloodthirsty, Gorgon's poison situational with Nonliving, Jellies are just good).
And there lies a mistake, because you are building predictably.
I have no proof what I propose here will beat a Wizard because I have hardly played the new set.
So this is just theory and may be utter rubbish.
Watergate seems very safety-first and slow, certain that in a game of 30 rounds, it will win.
The strategy Charmyna advises in his thread is to summon Gate to Voltari in his start corner.
So that is what I assumed will be done.
Both my ideas are based on the Necromancer - but neither are swarms, vulnerable to Orb/Obelisk.
Why Necromancer? Well, he is a 10-mana mage with access to Cloak of Shadows and others spells.
Cloak of Shadows hard counters the Wizard's Tower, forcing multiple Teleports of a Slow onto you.
With a Thunderbolt Wand and a Nullify, the Cloak of Shadows enables a safe attack from range 3.
But attacking an armoured Wizard with Shield On at range is mainly for a 50% Stun or 25% Daze.
Anyway I gave up on Cloak + Thunderbolts and Teleport Wand control idea as it feels too difficult.
The first build I’d experiment against Watergate would be the Aggro-Control Necromancer
Here is a tentative first build (totally untested)
NECRO AGGRO-CONTROLEquipment (6)
1 Cloak of Shadows (2)
1 Eagleclaw Boots (2)
1 Moonglow Amulet (2)
Conjurations (11)
1 Deathlock (2)
1 Idol of Pestilence (2)
2 Mana Crystal (4)
1 Sacrificial Altar (1)
2 Wall of Bones (2)
Creatures (17)
1 Plague Zombie (2)
1 Shaggoth-Zora (3)
4 Zombie Brute (12)
Curses (14)
4 Agony (4)
1 Ghoul Rot (2)
1 Jinx (2)
1 Magebane (1)
4 Marked for Death (4)
1 Poisoned Blood (1)
Buffs (14)
1 Cheetah Speed (2)
1 Harmonize (2)
1 Mongoose Agility (2)
4 Nullify [8]
Incants (42)
4 Dispel [8]
2 Dissolve (4)
4 Force Push [8]
4 Teleport (16)
3 Zombie Frenzy [6]
Attacks (16)
4 Acid Ball [8]
2 Hurl Boulder [8]
The concept of Aggro-Control is you put down some early threats (here 4 Brutes and channel 14 by turn 5).
You then use control spells (Nullify, Teleport, Force Push, untargeted Frenzy) to constantly apply pressure.
In Magic, the classic Aggro-Control was Merfolk as once a threat was down, you had Counterspell cover.
However, I am not confident it works against a Wizard (build can be focused for more anti-Wizard).
It’s the old chestnut where you start turn 5 with 14 channeling then summon your 4th Zombie Brute.
Then you use your many movement spells (Force Push, Teleport, Zombie Frenzy) to hunt or escape.
While competing with a Wizard on mana and matching him on all the utility spells for control.
It may be as simple as 4 Brutes, Zora and a Plague Servant by turn 6 then just 3 turns of Frenzy!
Obviously avoid wounding guards (via Teleport/Push) until enemy is too wounded to fully heal.
So the Brute Bloodthirsty can always target the enemy mage (once guards have been bypassed).
Only then can you use your Plague Servant against Guard counter-strike or sacrificed to the Altar.
Well, that’s the theory anyway. It isn’t tested but Aggro-Control should give Watergate a hard time.
However, what is more likely to beat Watergate (or Golem Pit) is the Control Necromancer build...
So Watergate opens Harmonized Gate in start corner (or Golem Pit opens Battle Forge in start corner) and you respond with...
C10: (20) Acolyte in start corner (15), Crystal adjacent (10)
C11: (21) Altar of Skulls in start corner (12), Crystal adjacent (7) – Altar = 1
C12: (19) Wall of Bones x2 around you Early QC (7), Moonglow Amulet (1) – Altar = 2
C13: (14) Enchanter’s Ring (12), Harmonize Self (7) – Altar = 3
C14: (21) Nullify Self (20), Mort etc...
So Channeling 14 (attacks on adjacent Crystals outside is 1 less attack on Walls), safely entrenched with Walls of Bones with 4 more in book to rebuild breaches, Mort reconstructing skeletons plus 6 Reassembles, while Skeleton Archers take out flyers etc. The danger of course is Huginn Teleport hence Nullify on both self and cleric then anti-flyer tech. But few wizards run Huginn these days due to the higher prevalence of Pestilence etc.
The bottom line is that, facing the usual Watergate opening, the Altar of Skulls will activate round 9. The question is will the Altar itself, guarded by Mort and Knights, resist a siege to win in the upkeep of round 25 latest? This is in a zone with both Fortified Position and Sacred Ground (10 spell points total). Also this book can win earlier than round 25 by sending out a Grey Wraith to infect the nearby Wizard and then use Plague Master ability.
Whilst I think Altar of Skulls will fail miserably against aggressive builds, against defensive Wizard builds like Watergate, with the wrong-footed early placement of Gate so far away etc, I believe that this ridiculous eclectic build is probably your best choice if you know you are facing a defensive Wizard.
Now I’m sure there are plenty of other builds to beat a Wizard. The Druid, with her access to vine range Orchid that bypasses Nullify, Acid Ball etc should be good. We are all still learning how to play the new mages (above ideas are both theory) and maybe the 2 new mages have actually fixed the Wizard issue?
I hope so anyway...