Hi Charmyna, your book is very similar in strategy to my Druid - Predetor book. I play a vampiress as my enchantment bearer instead of a guardian angel, and I skip the meditation amulet and Fellella. I love Fellelle and wish she worked better but I think you are overpaying for her benefits. Instead of a meditation amulet you could just be using your druid's main actions to cast a second enchantment.
The Efficacy of Fellella:
Fellella requires 2 enchants as a preemptive defense but she can play them on herself and she channels so lets say she costs 12+1+1 = 14 mana. She doesn't start benefiting you until 3 rounds after she is summoned (she's busy protecting herself the first two rounds.) Her benefit is to allow your mage to use their main action for something else, which we will say is worth about 3 mana since you can be attacking, meditating, or guarding. Plus he channeling she is benefiting you 4 mana a round which means if you play her round 1 she was a net benefit on round 7. Really I'd say break even round 7 because she cost you 2 channeling by delaying your tree. This is not even considering the cost of meditation amulet which is 4 + an action, so delays her break even point by 2 more rounds.
I don't know about you but that is too late of a pay-off for me. There is some benefit from action compression, that you can cast 3 spells in one turn which sometimes the burst is worthwhile, but I still don't feel it's worth it. I recommend you try the book with turn 1: tree+enchanter's ring, turn 2: Angel+enchant. I think it will be a much faster and even more powerful opening.
Angel vs Vampiress:
If you were facing a hugely enchanted monster creature, what would you dispel first Divine Protection+Cobra Reflexes or Vampirism+Bear Strength? With modular add on enchantments you can customize your creature to the situation so the base creature starts to not matter, however the vampiress can reach a higher maximum strength and I'd say the ability to choose not to fly can be quite valuable because if the enemy tries to target your creature you can guard her with your druid. Lastly Angel is innately defensive which is situational, but vampiress is aggressive which is always useful. Bear Str is almost always one of the first 2 enchants I put on.
Their mana efficiency is roughly the same (within 2 mana), depending on how you value the vampiress' optional flying. Math for the math inclined:
Angel+Bear Str+Vampirism + 1/2xRhino Hide+3/4xBull's Endurance = Vampire + 5/6xCobra Reflexes + Divine Protection + Eagle Wings.
13+5+6+2+3.75 = 29.75 mana for monster angel, and 16+5.83+4+6 = 31.83 mana for monster Vampiress. You could argue the vampiress deserves a discount because you don't need to fly 6 times in most games, usually twice is enough so her innate fly is more efficient then casting eagle wings.
P.S. I know you love low SP costs, but Akiro's favor is amazing on an enchanted monster creature. You get to leave it facedown most of the time and only flip it after seeing the dice roll went sour, and it only cost 3 mana total.
Very interesting and useful thoughts! Thanks alot!
About Fellella: I agree that against ultra fast builds that are able to attack flying she might not be the best opening. With Mohktari, Enfeeble, Agony and Maim Wings it still might work though.
I dont understand why you think she breaks even in Round 7. I guess you factor in the Mana cost for revealing enchantments? Well if she dies (didnt happen to me yet) those enchantments can be moved to another creature. Hence I would say she breaks even alot earlier. You could argue that a Seeking Dispel will prevent moving the enchantments from Fellella, but usually i try to avoid having only one face down enchantment on Fellella so its not too easy to guess which is Transfusion.
In most of the games I played so far my opponent used a costly Spawnpoint. In such a situation Fellella is really worth it, because she will for sure benefit beyond break even before she dies!
Btw without Fellella often I wont be able to have multiple hidden enchants on Fellella/Guardian Angel which would make this build much more vulnurable against Purge Magic/Destroy Magic.
I think the Vampiress is a really nice idea! Its just what I value so much on the Angel is the defensive nature, which makes sure he and the enchants on him stay on the baord as long as possible! Its really nice that the defence, flying and divine protection cant be dispelled! Sure you can put all those enchants on the vampiress, but they all cost you 2 Spellpoints and can be dispelled. A Bear Strength/Bulls/Rhino on the Angel can be dispelled as well but it costs you only 1 Spellpoint, so I can include many copies of them easily whereas I doubt you will include more than two Divine Protection, Cobra Reflexes or Eagle Wings. As I already pointed out I am really spellpoint conservative, which often helps me to find a better answer than my opponent.
So what are the points for Vampiress? Vampirism! Well it costs me 4 spellpoint to cast that on my Angel, so that favors the Vampiress. Then again in most situations I dont need Vampirism to keep the Angel alive. A Regrowth or staying inside Mohktaris zone and his inherent healing and defensiveness, maybe also a Hand of bim-Shalla is enough. Often Vampirism doesnt help at all like if you really need to attack conjurations or non living targets or if you miss your attack due to a defence or daze. Hence I dont value Vampirism that much. So what about the Vampiress pseudo-flying? Well in some very specific situations I like that she is a ground unit during my opponents turn. For example for hindering his units. Well here the Vine Markers usually help. Another such situation would be if the Vampiress is in the same zone as an hostile archer, especially a Gorgon Archer. Actually in this situation I think I would really wish to have the Vampiress instead of the Angel. Then again if I attack a Gorgon Archer who is standing on top of a Gate to Voltari I would fear Devouring Jellies which will quickly corrode the Vampiress Armor.
Its also important to note that Tanglevine on Vampiress is nice to prevent her from using her pseudo-flying and that way she wont be able to use the charge from Lion Savagery whereas you cant cast Tanglevine on the Angel without spending another Action to remove his Flying first.
Additionally, I want to emphasize how useful it is to have the inherent Flying trait on the Angel because that keeps him out of danger most of the time! Like I had plenty of situations in which the opponent had much more dices than me because he focused on ground units. Just he couldnt use most of them because I outplayed him with Vine Markers, Tanglevine etc. If the Vampiress wants to deliver her damage she has to stay at the front but since she is a ground unit she can die easily if the opponent has more dice than me. Sure, you can cast Eagle Wings on her, but having an inherent Flying trait increases the chances of surviving cosiderably compared to Eagle Wings!
I guess in the end its a matter of play style. Vampiress might be better if you prefer playing aggressively. I prefer focusing on control and conservation though. Its more important to me that the Angel survives every burst damage than having two more dice each round via the vampiress basic attack.
About Akiros Favor: You are totally right. Its a really good enchant on a creature with many dices. Mhh i guess I should use it even if it costs 3 SP.