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I like:
1. Nature (because I enjoy playing as this faction).
2. Haven (you can create interesting spell formulas and play tricks on your opponent).
3. Dungeon (because of the combat spells).
4. Sanctuary (because of healing, exorcism, guardian angel, holy word, etc.).
5. Necropolis (because I rarely play as Necropolis, but the magic is powerful; the "Hand of Death," "Vampiric Touch," "Call of Death," and "Plague" spells are worth mentioning. But that's when all the units are dead. If there's Haven, you can hypnotize a unit and sacrifice it:D).
1. Nature (because I enjoy playing as this faction).
2. Haven (you can create interesting spell formulas and play tricks on your opponent).
3. Dungeon (because of the combat spells).
4. Sanctuary (because of healing, exorcism, guardian angel, holy word, etc.).
5. Necropolis (because I rarely play as Necropolis, but the magic is powerful; the "Hand of Death," "Vampiric Touch," "Call of Death," and "Plague" spells are worth mentioning. But that's when all the units are dead. If there's Haven, you can hypnotize a unit and sacrifice it:D).