Regarding the 126 turn to the opponent - I later added that in this situation, it was the correct decision. But in a game against high-level players, this is no longer a rush, especially since it wasn't possible to reach the Aldheir Castle by the end of the second week, i.e., 131 is definitely not a rush, but rather a negative move - I have repeatedly confirmed this myself. So, you arrive on turn 131. And the opponent buys a creature on turn 3 and moves it along the chain to a hero who is already in the treasury on turn 125. What will you do? Chase after them - that's stupid - you'll end up as a supporting character in clearing the treasury. Guard the castles until turn 4? Then they might return on turn 137 with 20+ units and strong stats and give you a hard time. Capture a castle and return to your own treasury? - this is a clear loss of tempo, as the castle will still be returned on turn 137. If this hasn't been proven to you in practice yet, then believe me, it still lies ahead.
Added 10 minutes later
Regarding going to the treasury. You are 100% wrong here. Look at the pattern diagram on Dream's website or ask Vik. In this situation, the cave leads to the opponent's Necropolis, from which, according to the pattern, there are already 2 exits to the treasury.
Острые копья мы воткнём в небо
Полками затмим горизонты
Знает уже враг не откупиться
От казака ему золотом жёлтым.
Мы выступаем не за трофеев
Ведёт нас вперёд великая вера
Если погибнуть за землю родную
Не побоиться тут каждый быть первым.
Лютая братия будет битва
Сложат былины мудрые деды
А коли останемся в поле навеки
Что-ж, жить нам после - в легендах.