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#297
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Steblow
Since Spell Block has been banned, perhaps we could introduce artifacts that prevent casting spells of a specific element instead? There would be 4 different ones.
You'd ban everything...

Final battles with magic are much more challenging than those without, because you don't know which spells your opponent has and which elements they've invested in. You have to consider too many possibilities.

With the Orb, it's simple – you look at the creature's stats and parameters, and everything becomes clear. The only surprise might be a Grand Beast, but everything else can be checked.

However, this creates not only problems but also opportunities – it gives you a chance to win a final battle through correct spellcasting, even if you wouldn't win under normal circumstances.

Experience from Warlords Tournament, where Spell Block and Cloak of Invisibility never existed, shows that magic doesn't create any significant structural imbalances in final battles. Of course, if both players know how to play late-game final battles with magic, there are many tricks and nuances.

But even if some imbalance emerges "here and there," it can be easily adjusted quantitatively – by reducing or increasing certain numbers. For example, in Warlords Tournament, Implosion dealt SP*60 damage (SP*75 in SoD), Armageddon dealt SP*40 damage and was level 5 (SP*50 and level 4 in SoD).

The numbers and functionality of resistance, and perhaps some other artifacts that reduce the effect of particularly overpowered magic-based attacks, can also be discussed.

And, of course, don't leave your hero near the enemy's castle on the 4th week, because by that time, your opponent may already have N upgraded creatures with advanced magic, which they can use to suicide against your hero.