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1. Repair is better than Sabotage, but I choose Saboteurs about 85% of the time due to their much greater stats. I might appreciate the Masters more when I actually decide to include golems in my army.
2. Both are solid in their own ways (i.e. as non-attacking creatures), so about 50 - 50. Usually Obsidians against casters and Marble against others, though I tend to stick with my upgrade.
3. Steel Golem 55%. Haven't experienced the wonders of the enchanted armour and magnetism yet.
4. Archmage 85%. I can see a use for Battle Mages in late game where you're likely to have only one stack and the arcmages spell damage would be too small anyway, but with only +2 Attack over the Archmages, the Battle Mages are a feeble choice. And what about Magic Dampen? That's supposed to protect nearby allies from distant Mage attack? If 'Mage' was replaced by 'casters' this might have some use, but like this? Pretty bland. If the Battle Mages are to be a viable choice to the Archmages' Fireball and Righteous Might, the former need to have their damage increased, I should think (perhaps 7 - 9/10?) and maybe their attack by +1/2 more?
5. Djinn Sultan 60%
6. Rakshasa Raja 60% due to no retal. Almost always I will build their dwelling last (even after titans) and will not have enough of them to be able to afford attacking with the Kshatras and suffering the enemy's retaliation.
7. Nival should enter the Guinness Book of World Records for the least amount of time and effort invested into making interesting and viable alternatives. Congratulations, you lazy bunch of slackers!
Choose either 50% of the time.
Their specials are really lackluster. The Titan's Call Lightning only does 30 damage per unit, but Storm Caller seems even worse to me. It does 10 damage per Storm Titan per turn and lasts for 3 turns, so in the end it does the same damage as Call Lightning but is worse because it is divided between 3 turns, and the shooting penalty is 1% per Storm Titan. Oh dear lord, appallingly bad!