You can't use the mage's valor for the temple.
Off the top of my head, these are the things you can do with Valor:
1 Auras
2 Buff sword effect die (which is kinda disappointing, because 12+ is just burn, not daze+burn)
3 Swap Challenge around
4 SMITE THE HEATHEN
That's not even bad, if you ask me.
Auras:
Auras are cool. It's all sorts of weird that a "Hit you in the face"-mage needs to use his full action for an integral part of his kit. And yes, some of the auras don't exactly blow you away.
An important part of Auras is getting neglected whenever I see them mentioned though: They can't be taken away.
Everything in this game can be taken away, except most Mage traits/abilities. It's a core underlying theme of Mage Wars. Every piece of armor or enchant can be taken away by using just as much mana and actions as your opponent used (Yes, there's some exceptions. You get the point.) Heck, even Conjurations can be nullified by conquer. Creatures and Conjurations can be killed. Traits like Melee+ or Fast can be cursed away.
Auras stay. And that's a lot stronger than you give it credit for.
One more thing: It may cost you a potential Melee attack to equip an aura, but you can just buy another melee attack for 2 mana with radiant breastplate.
Sword effect:
Oh well. It's a way to spend Valor and it's not like it decreases the daze chance in any way. I just wish it was Daze+Burn. Always feels like the priest staff is stronger than the Paladin sword...
Swapping:
The main drawback of Challenge is its dual nature. Yes, you get to hit harder. But so does your opponent. Swapping that thing around for no action at all allows you to play around your weak and strong points in the game, taking guards and crowd control into account.
If you can swap it around next turn, you're no longer forced to oneshot the marked opponent for fear that it's gonna tear you a new one over the course of the next two turns.
SMITE:
THE HEATHEN!
Beautiful card, even though you should probably make sure your opponent does not have any hidden enchants underneath him. Can't be dodged or braced himself against, but it's still susceptible to glancing blow, Helm of Fear, Defend Me or Divine Intervention.
That said, I still haven't gotten around to actually making a Paladin and playing him, so take all this with a grain of salt.
I think his main weakness is that he brings nothing at all to the table at the start of the game. No bonus hp, no bonus Melee, no bonus mana, no immediately usable effects except one that buffs you and the opponent by the same amount.
Pray and Slay, my brothers.