Which are all worse / give the warrior the same advantage as yourself. Also promoting stall as the way to go, goes against the core idea of Shadow Era being a quick game, especially for mobile devices.
Let's consider the following example:
It's T5 and we have 5 SE (we started 2nd). Both players might have some or no creatures out, doesn't matter for our consideration.
T5 is normally the turn you want to increase the pressure, so from a MS perspective we would like to play Behemoth and use our ability to safeguard our hard hitter.
Retreat! and any combination of creatures with total cost of 4 played by your opponent. Let's say it's a Jasmine.
Ok we are now biting our lip... we have one more try to get the game under control... Behemoth and hero ability again!
Retreat! and a Raven.
We now have resources to play Behemoth and Pack Wolf... and watch them die the next turn, pretty much losing all hope of winning the game.
MS just invested 15cc and two hero abilities to gain control and it was easily negated by 4cc of the opponent. That's 11cc and two hero abilities difference. That's not just very good, it is broken.
If you play hard hitters and use your hero ability twice in two consecutive turns, you should be the one increasing the pressure and not the other way around, digging your own grave.
Him not needing a counterpart doesn't change the fact that he actually has one and that his efficiency is off the chart.
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