I like the ideas of both books, but I feel like both of them could be improved with some refinement and switching mages. The Priest is able to daze with his attack, but the Priestess can cast healing spells much more efficiently, and is better at stacking armor in order to make healing spells even more efficient. Your opponent can't strip your armor off with corrodes very effectively when you can just remove them all with one action. The higher base channeling would also help with being able to summon slightly larger creatures.
Healing spells should not be an alternative to armor, they should complement armor. The stronger you are defensively, the more efficient a healing spell on you is, since it takes more work to deal that much damage to you.
The Druid could have been at least 2 rounds faster, and hit harder as a Beastmaster. Yes, the Druid has more defensive wiggle room, but you want to go on the offensive if your opponent is playing a stronger economy than you. Spamming enchantments can let you do a reasonable amount of damage, but eventually an opponent that has 5 times as many creatures as you will overwhelm you.
You spent too much on playing every conceivably useful enchantment when you could have had another creature up with similar enhancements and another backup creature in case one of those got killed instead. You put too much emphasis on that one threat at a time, which made it much easier to deal with. Your opponent was able to keep pace with you by just casting a healing spell every round, which means you weren't getting to the point of dealing enough damage, although a Poison Blood would help.
Why play Harmonize on Fellella? That just makes her a more tempting target, and it's not that more efficient than other economy options.
I like this as an opening better:
Turn 1 (19): Fellelle, Pixe Familiar -> Enchanter's Ring (5)
Turn 2 (14): Pet Timber Wolf -> FD Enchantment -> FD Enchantment (0)
The Timber Wolf gets stronger faster, you can use Joined Strength, and the option to use Vampirism + Packleader's Cowl makes it much harder for your opponent to win a direct engagement.
The way you were playing, it would have been better to put Teleport on a Mage Wand and Teleport the Timber Wolf out immediately after attacking each round. That way it wouldn't have gotten overwhelmed, and you could have tried to force your opponent to move out, where your vine markers could have come into play more meaningfully.