Best wonders atm (from a tournament based perspective)
Needles of the Storm
has 2 positive effects, it boosts the attack power of your frequently used light ranged units and improves the production rate of barracks units.
By far the best early game wonder.
Martial Monestary (elves) / The Sanctuary (humans)
The Second "good wonder" that you unlock, with the ability to improve there health it empowers every unit in game.
The improved culture bonus becomes very powerfull in late game when use of cul;ture skyrockets.
Prosperity Towers:
With triple production queue's and the spire you always lack supplies, this wonder gives a good amount of supplies in the early game, and combines that with improved supply spells making it the premium supply fixer.
Shrewdy Shrooms:
All that production power and production speed increase has no meaning if you cannot sustain it over a decent time when you are not online. you cannot be always online, as you need to work/sleep/study or have other important RL matters. so you need the ability to stay offline sometimes.
Shrewdy shrooms is the best way to improve your training time.
Flying Academy:
Improves your training speed in the mercenary camp that has some of the best late game units. if you are a human free priests are always welcome
Dragon Abbey:
As ranged units rule supreme in thjis new format a wonder that improves the attack power of your mage units is a welcome addition to your arsenal, the ability to make "mana on demand" is also a fun and very powerfull ability to have.
Temple of the Toads:
Improves the attack power of the last ranges unit type the game has, heavy ranged.
and if you are an elf as well, who does not like free golems
Timewarp:
The ability to have not the game control your scedule but you have control over your tournament tournament scedule is an amazing QoL improvement.
Simia Sapiens:
Improves the production output of the barracks, mercenary camp and the training grounds.
Possible mention:
Victory Springs is a good booster of your training grounds, but it's not certain this will have a net possitive effect due to the lack of good units that do not require orks to make.
In this new format. you can most likely do without.
If you run multiple brown bears + amazing sapiens this balance changes, it even allows you to make a good amount amazing ork strategists for a limited amount of orks as each ork will create multiple copies of strategist. but it's more of an edge case.
Darkhorse:
If all the above still makes you struggle on supplies / gold coins then imagine the neighbourly help wonder which improves your ensorcelled spells, it combines awesomely with the prosperity tower as each improvement on culture bonus is then "tripled" by the power of the supply spell. this creates amazing results that can build up crazy amounds of supplies with only a few workshops.
3 magical workshops are for me often enough to fill up an entire supply stock in only 3 hours with up to 1800K supplies per 3 hours per magical workshop.
Any other wonder:
From a tournament point of vieuw, ignore every other wonder, they will only be detrimental to you gameplay in the long run.