Mystic Surge - This is powerful but it lowers resistance by 2 so unless a resistance boosting effect appears, you can attack the enemy through that. If not, Dispel Magic is a good answer against a big pile of enchantments. Alternately, if you can afford not winning the battle which I admit isn't frequent, the unit will be exhausted and at 1 health when the battle is over, so it'll die easily next turn. Honestly it's a big gamble to use because it's not that cheap and there is no guarantee you'll get the "god mode". Even then the unit might even stay permanently undead, unable to heal.
(btw while the unit is buffed by this, it cannot be healed. So if you can at least damage it a little with attacks, it'll go down as long as you keep hurting it. Albeit ideally you want to use a resist or die spell or dispel the buffs.)
Focus Magic Nagas - I haven't had a chance to test these since the poison change. They might be too powerful, albeit a unit like this costs a ton to make - 92 for the naga and another 75 for the focus magic. That's the price of 3 units of War Bears. I don't see an obvious solution to the problem though, unfortunately, see the Nagas thread for details, it was recently discussed (as a unit on its own, not paired with FM)
AEther Binding+Archmage - This might be related to the discussion started today about early game power availability being too low. Compared to that, the boost from AEther Binding might stand out as being excessive.
Myrran wizard - This is another thing that hasn't been tested that much since the recent changes that affect the plane. Not only does the AI utilize the Myrran settler strategy on lower difficulties than before, but the retort costs 1 fewer picks and Myrror has slightly easier to beat nodes. All of these together might have made the Myrran AI stronger than necessary. While it is intended to take up the "final boss" role of the game, it should stay reasonably beatable. Unfortunately, this is one of those things where "only time can tell". To judge it, a fairly large number of games need to be played, and each game takes a week to complete (since I also need to improve the mod meanwhile, it's not just 100% playing time).
(btw while the unit is buffed by this, it cannot be healed. So if you can at least damage it a little with attacks, it'll go down as long as you keep hurting it. Albeit ideally you want to use a resist or die spell or dispel the buffs.)
Focus Magic Nagas - I haven't had a chance to test these since the poison change. They might be too powerful, albeit a unit like this costs a ton to make - 92 for the naga and another 75 for the focus magic. That's the price of 3 units of War Bears. I don't see an obvious solution to the problem though, unfortunately, see the Nagas thread for details, it was recently discussed (as a unit on its own, not paired with FM)
AEther Binding+Archmage - This might be related to the discussion started today about early game power availability being too low. Compared to that, the boost from AEther Binding might stand out as being excessive.
Myrran wizard - This is another thing that hasn't been tested that much since the recent changes that affect the plane. Not only does the AI utilize the Myrran settler strategy on lower difficulties than before, but the retort costs 1 fewer picks and Myrror has slightly easier to beat nodes. All of these together might have made the Myrran AI stronger than necessary. While it is intended to take up the "final boss" role of the game, it should stay reasonably beatable. Unfortunately, this is one of those things where "only time can tell". To judge it, a fairly large number of games need to be played, and each game takes a week to complete (since I also need to improve the mod meanwhile, it's not just 100% playing time).