...then this debate will never be resolved.
Quoted for truth. I don't see this being resolved, regardless of any of the above suggestions.
All the testing required to just prove a point. Whatever happened to just having fun? Playing 20+ structured games to prove a point does not sound like fun at all.
And certainly didn't seem fun when Tim Seitz did it to prove that A Few Acres of Snow was broken.
Hmm....
One last try at convincing people with an analytical argument:
Consider playing a Mage Wars format where every mage has 0 sbp (e.g. no spell book at all). The Wizard is obviously superior in this play mode because all other mages can only make 1 melee attack per round, whereas the Wizard can either perform melee + Arcane Zap, or 2x Arcane Zap. Also, only the Wizard and the Forcemaster get to negate damage; the Wizard negates 3 damage per turn, which is about the expected value of most mage's lone melee attack, while the Forcemaster has a 50% chance to dodge 1 attack - but against the Wizard, even if the Forcemaster is extremely lucky and rolls a 7+ every time, that's only canceling 1 of the Wizard's 2 attacks per round, so the Wizard even wins that match-up. In fact, the Wizard can try to stay a zone away from his opponent for the entire match, whereas ALL other mages have to be in the opponent's zone in order to attack at all. So, in such a format, the Wizard would easily be the best mage hands-down. (Please feel free to dispute this, but 2 attacks > 1 attack and canceling 3 damage > canceling 0 damage, so... pretty obvious, right?)
Now consider a format where every mage gets only an Elemental Wand with an attack spell bound to it that is a FULL action attack that rolls 5 dice of damage with range 0-1 that costs (a) 10 mana, (b) 9 mana or (c) 8 mana. Also, lets shrink the Arena to 3 zones because otherwise it's to the Wizard's advantage (as you'll see).
- (a) Only the mages with Channeling = 10 can cast their attack spell every turn. That means the Necromancer, Priestess, Wizard and Forcemaster are the only Mages you'd want to use in such a format, as all other mages have to alternate between their attack spell and melee attack. Otherwise it's pretty even assuming every mage gets a chance to attack every round (e.g. at least 1 mage is in the middle of the 3 zones) ... but if there's a round where the mages don't attack each other (e.g. they're at range 2 of each other), then the Wizard can bank mana to use both his attack spell AND Voltaric Shield ability AND Arcane Zap (as quick-cast) for the next 5 rounds - so the other player had better make sure that never happens! (The Forcemaster could charge his Shield, but still can't get 2 attacks in a round).
- (b) While all the mages summon at least 9 and thus can cast their spell every round, both the Wizard and Forcemaster are superior here, because they can each use a defense/damage reduction for 1 mana each turn to negate a lot of that damage. Moreover, the Wizard can both cast their attack spell PLUS use Arcane Zap as a quick-cast if desired! Again, the Wizard is the only mage that can attack twice in a round, and one of only 2 that can negate damage.
- (c) Here, the Wizard can cast his spell AND power his Voltaric Shield AND quick-cast Arcane Zap, so this is the ideal situation for the Wizard. No other mage comes close. Wizard wins easily.
OK, now let's add spell books, because surely that's a more fair format. Let's omit any "mage type only" spells to make it simpler (because otherwise it's more of an argument about which spells are best, not which mages are best) and omit "Novice" spells 'cause they're a wash anyway. Things should be fair now, right?! ... Except - as people point out time and time again - the Wizard can *usually* build the same spell book
cheaper than any other mage (unless the other mage makes tremendous effort to stick with in-school spells). That's because he pays single for 2 schools and never pays triple. If you want to build a book that uses at least a few spells from every school, the Wizard could probably build it cheaper. There are exceptions: it's not hard to intentionally build a build a book with level 1 of, say, 1 each of out-of-school spells and spend everything else on non-elemental in-school spells - e.g. a Necromancer building a nearly all-Dark book with no elemental spells at all - and the Wizard would pay more for the same book... But pretty much all competitive players will agree that you need at least a few of each of Dispel, Seeking Dispel, Teleport, Dissolve, Nullify, Force Push, perhaps Jinx, ... maybe Surging Wave (for dealing with Guards and Battle Forge) and maybe Flame Blast (for testing for Block/Reverse Attack) and probably Acid Ball (because armor)... so by the time you've built your basic toolbox that nearly every mage uses, the Wizard's discount is HUGE!
So we've shown that without a spell book, the Wizard dominates. And the Wizard is generally better at book building ("can do it cheaper" or can include more spells after the standard toolbox) than any other mage as well. What's left? Mage-type-only spells? Wizard is pretty solid in that respect too. About the only thing the Wizard isn't best at is action economy compared to a Swarm (like Beastmaster or Necromancer) - but Wizard's Tower and Gate to Voltarii and Huginn all help with that if the Wizard felt action-starved. That said, you rarely see either of the Gate or Huginn because they aren't usually necessary; the Wizard can win without them.