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Forgot...
Nature.
White Tiger (Elves die too quickly, and the damage from a regular arrow isn't as high as one would like; their usefulness is probably only in defending the city).
Griffins (I don't think anyone would choose Unicorns; why rely on random chance for the Blindness effect when there's a guaranteed counterattack?).
Phoenix (Some might disagree, but I think Phoenixes are more useful. First, the Mirror spell doesn't protect Dragons from magic; it only reflects it. Besides, there are also Chaos Demons or creatures with magic resistance. And the Mage isn't immortal, unlike the Phoenix. Even if the Phoenixes aren't killed, they can be manually resurrected with the Resurrection spell, reducing their losses. Also, their breath attack hits multiple targets and deals 50% damage from Fire magic, giving them an additional advantage).
Summoning Altar - Leprechaun (When choosing between a Satyr and a Leprechaun, I choose the Leprechaun. Here, the creature's spell is what matters, not the creature itself. The usefulness of both lies in this, and luck is the deciding factor. Even if Nature magic is the hero's native element and they have luck, Zeal is only useful when there are several factions in the army. Nature already has twice as many creatures as other factions, plus reinforcements in battle that don't require additional units from other factions).
Elementals (This is the most difficult choice. For the Magician, they are all equally good, each for its own situation: Air Elementals (use: quickly block enemy archers), Fire Elementals (ideal for defending the city with their arrow supply), Water Elementals (no need to explain), Earth Elementals (no one underestimates them, although they are actually very good for protecting the hero from enemy ranged units - good survivability + magic resistance; if you use them to defend, they will hold out for a long time), Hives (they are actually a priority over their Nature counterparts at the same level - Griffins and Unicorns, and what about Elves and Tigers? I'd rather put Hives instead of Elves and Tigers - good survivability, ranged attack, and debuff; they don't need speed), Manticores (in my opinion, if they had a growth of 2 instead of 1, they could compete with Phoenixes and Dragons, but with a growth of 1, I'd rather put Griffins, Hives, or Elementals instead of these insects. One first strike, and that's it? Isn't that a bit weak? Unless their speed is high; it's better to summon them in battle with magic than to spend resources on them).
P.S. Adding about Chaos: Nightmares vs. Efreeti. If the Sorcerer has the Magic Amplifier artifact + the Magic Bolt spell, and the Nightmares can cast Terror twice per battle, that puts them a step above the Efreeti, but... it requires an artifact, so it depends on the map
Nature.
White Tiger (Elves die too quickly, and the damage from a regular arrow isn't as high as one would like; their usefulness is probably only in defending the city).
Griffins (I don't think anyone would choose Unicorns; why rely on random chance for the Blindness effect when there's a guaranteed counterattack?).
Phoenix (Some might disagree, but I think Phoenixes are more useful. First, the Mirror spell doesn't protect Dragons from magic; it only reflects it. Besides, there are also Chaos Demons or creatures with magic resistance. And the Mage isn't immortal, unlike the Phoenix. Even if the Phoenixes aren't killed, they can be manually resurrected with the Resurrection spell, reducing their losses. Also, their breath attack hits multiple targets and deals 50% damage from Fire magic, giving them an additional advantage).
Summoning Altar - Leprechaun (When choosing between a Satyr and a Leprechaun, I choose the Leprechaun. Here, the creature's spell is what matters, not the creature itself. The usefulness of both lies in this, and luck is the deciding factor. Even if Nature magic is the hero's native element and they have luck, Zeal is only useful when there are several factions in the army. Nature already has twice as many creatures as other factions, plus reinforcements in battle that don't require additional units from other factions).
Elementals (This is the most difficult choice. For the Magician, they are all equally good, each for its own situation: Air Elementals (use: quickly block enemy archers), Fire Elementals (ideal for defending the city with their arrow supply), Water Elementals (no need to explain), Earth Elementals (no one underestimates them, although they are actually very good for protecting the hero from enemy ranged units - good survivability + magic resistance; if you use them to defend, they will hold out for a long time), Hives (they are actually a priority over their Nature counterparts at the same level - Griffins and Unicorns, and what about Elves and Tigers? I'd rather put Hives instead of Elves and Tigers - good survivability, ranged attack, and debuff; they don't need speed), Manticores (in my opinion, if they had a growth of 2 instead of 1, they could compete with Phoenixes and Dragons, but with a growth of 1, I'd rather put Griffins, Hives, or Elementals instead of these insects. One first strike, and that's it? Isn't that a bit weak? Unless their speed is high; it's better to summon them in battle with magic than to spend resources on them).
P.S. Adding about Chaos: Nightmares vs. Efreeti. If the Sorcerer has the Magic Amplifier artifact + the Magic Bolt spell, and the Nightmares can cast Terror twice per battle, that puts them a step above the Efreeti, but... it requires an artifact, so it depends on the map