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Especially the wall of fire (?) in which the enemy burns all cards revealed - much more punishing than Wall of Ice b/c it isn't an immediate threat
The monk is easily the strongest start because monk starts with the best stunning spell in the game and wild card for green. All you need to add is that red spell for 4 that gives you triple non-red mana to refill your mana, the strongest heal spell in case you get bad draws, and stalker then invisible for green. With enough +mana of the right kind of items, you can mess most of them up before they can go.
If your enemies don't get to go, +hp/+armor/etc. are worthless since it'll never come to that. Save some alternate blue spells for the rare stun resist enemies though (the item of 2 turns stun at start still works against them).