So I did some more testing and set the life of ogres and farms to 1000 to be able to make a full blizzard and full d&d without units dying at the first two casts thus getting a better average because more casts of blizzard within each tests.
So far the "myth" holds odd number of tiles = more damage from blizzard even = more damage from d&d
the bigger the units the smaller the difference though.
Ogres take more damage from blizzard than d&d though it is worth mentionning that neither survives being directly under 1 cast of d&d or blizzard but it does mean that a unit running through has more chances to survive if it is d&d than if it is blizzard so yeah go humans on that part.
On farms the damage difference is consistent as dks will often even kill a farm where mages will mostly get them in yellow and red on rare occasions (1000hp farms) this one did seem pretty obvious though when trying with the 400hp default life of farms that noticeably d&d killed more farms than blizzard on average also because blizzard damages were more spread. So on that part yeah go Orcs.
On barracks there is a slight advantage for blizzard it seems but it is smaller than the one d&d has on farms and much much smaller than the one blizzard has on units.
On halls the advantage is for d&d but at this point it seems it is not at a big degree of difference and we would need a very big sample to get the exact difference.
Boats and dragons are 2x2 in size and they evolve on a different grid so I would definitely try them next because I am now very curious it could very well be that d&d is better for these if they count as 2x2 in size but it could be possible that blizzard deals more damage to them because they are units.
Oil platforms are in fact 3x3 in size but just like the boats and air, so far any difference between the two is hardly noticeable even with 1000 hp each, both spells seem to perform exactly the same on these, I do not have a big sample but I can already tell the difference if there is one is not as visible as the one that exist on farms and units.
I noticed that both spells have that weird behavior when multi-casting I am also pretty sure it works the same for other spells like runes tornado and even attack ground if I am not mistaking which is very handy
I can agree that rune has more range of utility and is arguably a better spell at the moment, all things can be balanced by tweaking values and thus keeping the game mechanics intact though. There is value to this approach we all love these iconic spells and what they can do how they look like, if we can manage to make them all worth using without changing that we are doing things right.
I think people really love exorcism, heal, skeletons and flameshield these are very cool spells we only need to make them a little more worth it, and make spells that are a bit too op a little bit less.
All so that in the end we get to see everything used more often depending on different situations, players using lust to burst down defenses or win with short skirmishes or getting runes to get more map control and adopt a more defensive approach these type of things not just going lust for the simple reason that it is that much better than everything else.