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I generally think that the Dungeon faction is the most useless, as is the Summoning magic, by the way.
Someone mentioned the Phoenix – imagine a 5th-level mage with a skill and the Cold spell, and then you still need to cast the Phoenix spell...
You'll run out of mana by the 2nd week.
The troops are terribly expensive; if there aren't chests with gold scattered around the map, your situation will be even worse.
You take Chaos Secrets, hoping for Fireball, but you get a Ring of Cold or an Ice Golem, which is especially pleasant when you have Stone Spikes in the guild...)
In general, while you're sweating and struggling with your Furies, hit and run. Enemy archers (neutrals) will tear apart your scouts. Be prepared for some Vlad with 100 archers (immune to retaliation) and other things he managed to breed to come after you in the 2nd week and start resurrecting his troops.
Worthless.
Also, about general speed-up and slow-down – with Arantir, I discarded Summoning magic in the Campaigns and took Light. The Orc city (difficulty without a chance) was easily defeated, and I didn't care about the Orcish Darkness summoning. Berserkers, Control, Slow, Speed, Necromancer's Mark, and with the remaining units, I just didn't let him leave the castle. In the end, 70 vampires finished off the remnants of his army in 100 turns, something like that. Unfortunately, you also need to take Death Stride.
Ugh, I'm writing this for the second time...