Its a trade-off trait, something that has been long requested. In most cases and on most troops, two magic is going to be worth more than two life because using damage prevents damage and helps you win faster. However, it also makes certain combinations worse at long endurance battles… something the game didn’t really have before raids. As I said before on the subject, a trait with a downside needs to feed into the troop’s identity in a way where there isn’t really a strong incentive to not unlock the trait. Of these, one troop is made better in almost every situation by having the trait, a couple can use this trait to set them apart in terms of spell power so they’d usually be “better” in any way you’d normally use them by having the trait, but the final - Diviner - is questionable (very powerful buff, but half magic scaling and only a chance for it to happen). In any normal situation, though, it wont matter… the amount of transcends it would take for me to kill my Diviner by looping is less than the amount of Tentacles it would take to kill most teams if I were using two krakens in my team, so there’d be no reason for me to ever loop to that degree. But now that we have content that is build around long scale battles where troop access is limited, unlocking traits like this give me pause. Once this week completes, though, I can be reasonably certain we probably won’t get another Shentang centered raid for a while and theres little reason not to trait these. The best way to not die is to prevent damage by killing them first.
If the trait stopped working at 2 or less life, it would be a no-brainer unlock for me, in all cases. Seems sensible for the trait. Taking you to deaths’ door is something that can be managed with careful play, but being put in a situation where having the trait means losing a troop just means don’t ever get the trait unless that was your intention.