You're wrong to dislike the wights so much :) Sure, nobody's going to take them into the final battle, but while you're developing, they are actually very good for clearing the map! Slow? Well, nobody said you have to drag them around with you. While the Heroes are running to learn spells, an army with wights can move toward the projected combat zone! Their spells are very useful! I'm not talking about Ice Bolt :) Not at all... but they can dig quite a lot of trenches :) There is nothing better against infantry. But the best option, of course, is a druid who can summon water elementals in battle... This way, the army speed doesn't drop, and they are always with you. And they can dig trenches infinitely, as long as the hero has enough mana to summon them. So they aren't that bad and are quite useful.
Phoenixes are great, of course, no doubt. But the little dragons can be useful too, not as an attacking force... They can cast Forgetfulness, which can be quite useful :) And you don't need many little dragons for that, a pair split into singles is enough. The main striking force is, of course, the phoenixes and manticores.
And also regarding antimagic for phoenixes in the game against Order... Yes, one of the downsides is that you can no longer buff them, and they won't be able to resurrect... But at the same time, it will be impossible to cast Hypnosis, Berserk, Song of Ira, or any other nasty things on them... And if I'm not mistaken, djinns won't be able to make an illusion out of them... I think in this case it's more important, because they simply won't let you buff them! Or they will, but what's the point? They'll constantly be standing under the Song of Peace... while everyone who wants to will shoot them down accurately, albeit slowly... Well, that's just my IMHO :)
I agree, I've used single wights with fairies and a druid many times myself. But you can't take too many wights from the portal, otherwise there will be fewer manticores and their piercing ability will decrease. The best option, I think, is summoning wights in battle, provided the druid has such a spell.
Yes, I agree about antimagic on phoenixes as well. Better to have it, otherwise they might not even participate in the battle :)), which would be a shame. And I'll make illusions from the titans using the djinns.
Added after 9 minutes
Even better is when a phoenix loaded with buffs flies to hit a titan, and then the mage casts Steal Magic....^_^
Illusions cannot be made from units under antimagic =(
But perhaps only antimagic works against Order; in other cases, buffs are more useful.
Though I will note that Dragon/Giant Strength, Luck, and Speed are equally effective for both ranged and melee units, not just the latter.
Now that is the most unpleasant part! They can steal buffs from phoenixes and others. Or even better, an Order mage hypnotizes a phoenix loaded with buffs and that's it, you can surrender.
I still believe that melee units benefit more, although they are also great for ranged units. Such spells allow ranged units to survive longer on the battlefield (Luck, increase in HP). I just feel that ranged units are less effective against Order than melee units. I might be wrong, of course.
Added after 20 minutes
Phoenixes are great, of course, no doubt. But the little dragons can be useful too, not as an attacking force... They can cast Forgetfulness, which can be quite useful :) And you don't need many little dragons for that, a pair split into singles is enough.
Well, you have to choose: either phoenixes or dragons. Although lately I always choose phoenixes, dragons can be very effective against Order too. Not so much because of Confusion, but because of the ability to deal area damage with a fireball. Since Order always strives to reliably cover hero-mages and the main striking stack of djinns, their formation is often dense. This is where area damage is VERY useful. There are many advantages: first, all single djinns (if any) are destroyed; second, immortality is removed from the mages, creating a danger for them to finally die on the next turn (for example, if the dragons are split into two powerful stacks); third, the main stack of djinns is hit quite well, meaning they will deal less damage with Ice Bolt on the next turn, which is very important. All this, of course, provided the dragons aren't hypnotized, and the antimagic option won't work, I think it's clear why ) (if there's antimagic, why would you need dragons at all – they won't cast anything after antimagic is applied). You'll need a Life mage to remove hypnosis with Exorcism before they zap the whole army with lightning.
Added after 12 minutes
Antimagic is a great spell! If only friendly mages could buff units (like those phoenixes) after antimagic, it would be absolutely super! That would be even cooler than the 100% resistance of the Barbarian and Black Dragon, since all buffs can be removed from the Barbarian, and you can't give anything to the Black Dragon ). The only thing that can remove antimagic is probably the Ring of Greater Negation. Or am I wrong? Friends, please tell me, I don't remember.