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Ok, so you are saying you are a complete noob? My advice is to try angels, they are the strongest!
It sounds like you live in your own world where everyone must adhere to Dynamo Rex's opinions on things, even if they can be shown to be incorrect.
You like the Dragons, others like the Angels. Big deal.
Just see the stadistics, play both faction only with their spells and then rethink.
The objective reality is the dragons are more strong than angels.
End of the conversation.
From my attempts so far I had better chanceat winning when using Angels + constant Just Cause. Pyrogel based combo is trickier to pull off.
Fel is op lmao.
edit: 12 win streak now. Been prioritizing Banished banners.
banished are ok (but not great), you have to pick a decent deck to pull off an effortless win
dragons are incredibly powerful and it is quite easy to win no matter what you pick
reasons are:
1. shift mechanics are mediocre b/c they require investment to get the most out of them.
also, several of the cards that make it work really well, like the imprisoned zephyr room that adds shift on attack, are not included in the demo (you can still sometimes get these from the jack in the box artifact)
2. many banished spell cards have costs that are overly expensive for effects that are irrelevant outside of specific situations (ie damage shield to all units on floor is pointless except vs. sweep enemies)
3. hymnists in general are too weak for the effects they add. a good comparison is to hellhorned imps, which cast a spell when played, and thus can be used as fodder. on the other hand, you have to keep hymnists alive to make them worth picking. this is made harder by the fact that last 2 levels on the demo always spawn sweeping backline enemies. it is like trying to draft an incant based stygian deck but every run is loaded with enemies that punish incanting.
4. fel's vanguardian path is particularly weak. it needs to add more stacks of valor at levels 2 and 3 or it needs to add higher base stats to be worth taking except as a hybrid. fel starting at 4x2 damage vs. final savagery and seraph and having to survive for the first several turns to be worth the floorspace is bad. really bad.
most of what DOES make banished strong is powerful equipment and unit upgrades that takes advantage of their exponential scaling potential. overall, they are extremely limited without these upgrades.
compare that to dragons, whose unit drafts all remain quite effective even if you never visit a single merchant of steel or merchant of arms.