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So far rogue and wizard have trouble on Lord Guppington, but I've resolved that problem with rogue (you need to focus on letting him convert coin cards and keep spells in reserve, never using it to clear coin cards). I've built spell setups for every class which are possible to be made every run, before wizard in the list. For wizard, it is an odd one, you could win well with flexible spell combinations while focussing on item builds instead (which need to be heart items, potions and per-hit gauge filling items). My win rate keeps increasing.
I'm looking forward to reaching primal decks as well.
As you mentioned, random cards spell is very effective on these classes. When you set up your cards well, the randomise spells will let you hit 20 card combos regularly.
General advice for all classes but especially the agility ones, there are two methods only which need to be set up. You either keep multiples of a card on the board (like when you have two 7s and one 5 and draw a 6, it is better to remove the 5) or set up sequences of numbers, whichever you can and even both when possible. With this you'll be able to start chaining big card streaks. The only class I've played so far which has relied on spells instead was wizard. Even then sometimes I was able to chain streaks (which added to the overall damage along with spells).
I've not saved my spell configurations for past classes but remember them once I select them again. However for most of them I get two each of the attribute spells and one each of the off-attribute ones as I already mentioned (this is not absolute, it turned out with paladin and wizard). For each of them, other than wizard specifically, I found there is a definite best spell build while items can be built flexibly. This made the game relatively easy but can still cost you a run when you are not paying attention. So it is a casual game which can be played near infinitely to me, a casual game which doesn't get tedious with guaranteed wins (a combination I like for when I am tired).
For the primal decks I'd already decided that I'd start off having 3 on-attribute spells and 1 each off attribute, since it is a waste to not have any spell from a particular element. Again this can change if I find a class plays better in another way.
I could probably list all my spell configurations at some point because combined with the card clearing method, you have the ability to win every game without RNG affecting you at all. For me, as mentioned, excessive tiredness and bad play, along with the times I hadn't learnt each deck fully, were the only times I'd lost (and they are few, since I do not move on to new decks immediately and enjoy playing mastered decks I've accumulated many wins).