Dear Wicc! I didn't quite understand, is this some kind of hidden joke? I can only take this as criticism, and even then, to put it mildly, incomprehensible. Did I step on something sore for you? Well, if you know better, then say how it's better, teach me. Just in a PM, not like this. Maybe I reasoned incorrectly when choosing a town, maybe I should have attacked the Green Dragon without Serpents, I don't know, few people share experience when playing on fixes — I only know one person who does, and it's not you. But I chose Swamp — that was my decision. And how to do a rush as a mage for Swamp on day 117-121 in a tournament where you can't attack your opponent in the first 8 days, I, alas, don't know :( Did I even mention the word "rush" in my report? It's very unpleasant to see posts LIKE THIS from such a Respected Person.
Moderated: FLOOD in the message
As far as I remember Universal, there you buy 5 heroes on day 1 and clear your entire territory within a few days, including the gold mine. You simply place heroes in specific tiles (found by trial and error), and the troops, moving between them, fight the neutrals.Naturally, this yields enough resources not only to break the "Papa" at home, but also to build up properly — 6 dwellings with a Castle.
Actually, past the middle of week 2, there's not much to do on your half of the map, so you need to go to the opponent. It's better to level the mage, simply because of early contact, and you can't gather troops much without caches. It's better to invest in the mage guild, even Lightning in the hands of a decent mage does good damage, although it's desirable, of course, to have the 4th tier by week 2 (in a secondary town — so as not to distract construction pace from the main one).
I couldn't handle the rule banning contact before day 121; the map is purely rush-oriented.
The deciding factors: Conflux (Mages and Firebirds are OP as hell), Dungeon (Warlocks, Vortex, decent army), Tower (Wizards, Golems, Mages) — these towns are best suited for magic battles. The rest are worse.
Swamp is good due to its tough army and no need for valuable resources (Bull can be skipped as a last resort) — the 4th tier will be built faster. Also, kiting with Flies on Dragonflies is good. Plus, Dragon Flies give first speed and remove Antimagic.
When playing strong and roughly equal opponents, the outcome is decided by the alignment of Major skills, heroes in the Tavern, and spells in the Mage Guild. You need Warlocks, Wizards, or, failing that, other Mages. For Swamp, Andra or Stig are optimal. You need exactly one fighter — to fight Golems for the gold mine.
Something like that ...