What I can tell you is that if you a rushed and attacked early (round 2 or 3) then the temples rarely get out especially if your are going up against a Swarm or Warlock + 1/2 Baddies + Deathlock. Deathlock completely removes one of the Priestess strongest attributes and since she is weak HP wise as it is she really can not get the temples out and survive the beating that she is taking. If you look at my latest Priestess spellbook has moved far away from her native school spells just to survive.
It depends on how you play man. Against a mage that is going to rush me I commonly go with this:
Turn 1 (20 mana): Step forward. Temple of the Dawnbreaker (
+ Cobra Reflexes (9) = 17 mana
Turn 2 (13 mana): If enemy mage moved to FC, cast Temple of Light (9) and fire at him (hoping for stun), cast Leather Boots and step back to starting zone = 11 mana
After that, it depends on what your opponent is doing and if they have been stunned by the Temple or not. Priorities include getting out a creature (Knight of Westlock if possible), a Hand of Bim Shalla and a Staff of Asyra. Prep Pillars of Light when the enemy mage (or big creature) is going to be in striking distance to add to the Daze/Stun lock, but only cast if you fail to Daze/Stun through another means (otherwise save the mana, Pillars aren't for causing damage).
With your inital set up of Cobra Reflexes plus Dawnbreaker plus second turn Temple of Light your opponent will be forced to react to your defenses or spend a lot of time swinging at air. They will of course be playing things like Knockdown, or Falcon's Percision, or whatever to get around your defenses, but that's all good, because it's giving you tempo to hit them with things like Pillar of Light to get them Daze/Stunned and hopefully make them miss anyway. Once you have Temple of Light, Staff of Asyra a Pillar here and there as well as a possible Circle of Lightning you will Daze/Stun lock your opponent if they only have a couple of targets against you. Against swarms you will need to rely on Circle of Lighting and Blinding Flash.
If your opponent spends and extra action casting Deathlock on their side of the board at the beginning of the game that gives you one more turn of breathing, allowing you to get a creature out for sure before they get to you. Later in the game, if you are struggling, you'll have to plan a well timed Divine Intervention to teleport to your opponents side of the board and start swinging at the Deathlock. Hopefully it will be destroyed before they can get back over there to come at you.
Obviously this is all dependant on the actual game state and what your opponent is doing. But what I outlined for the first two turns are very difficult to disrupt and are strong plays vs anyone that looks to be rushing you.