Bravery makes a game last shorter turns. If he didnt have bravery, then the daggers would have to deal more damage because of CC or healing from the opponent. Anyway, rather then continue trying to drive our points down each others throats lets drop the conversation between you and I on the daggers in the deck. Lets move to bravery.
The problem with SoB is that both players draw the cards, but it costs the user one card and some quanta. You get a worse deal than your opponent gets. SoB is only worth including if you can get more value from the cards you draw than your opponent can, either by pulling off a powerful combo with them or by playing your cards much faster than they can using instant quanta generation like cremation or nova.
This is partially wrong. Instant quanta generation is a great way to hone SoBs effectiveness yes, but the user gets a far better deal then the opponent. Both players draw cards, but the user is able to use those 2(3) cards draw immediately after using sob, while the other player has to wait for the user to finish his turn. Say you're dealing 50 damage, the opponent has 64 HP, you use sob and it gives the remaining 14 damage, with the first card drawn being a tower. The opponent's first card is the card they've been waiting for the whole game, maybe a purify or smth, to hard counter your deck. Since you kill the person though, they can't use that purify to hard counter you and get a comeback victory.
The quanta amount is very low, personally I think SoB is borderline OP and to balance it out it should cost 2
upped, I tested that out by throwing in unupped ones into a upgraded deck, that idea seemed to balance it out quite well imho. With SoB you draw 2(3) cards in one turn, rather then 1 from any other means of draw power. Since the cost is 1, you can run it off mark no problem. Both players draw the cards.. thats a problem? Uhhh... that leaves for 2 whole new deck strategies! Against arena it can stop your opponents double draw advantage, same against AI4 and FGs. It can negate other's draw power via hourglass as well. Filling up their hands so much they don't have space for the hourglass's drawpower, nor do they have the quanta to play the hourglass's along with the rest of their cards. Since turns are sped up as well, the one turn it takes to start using hourglass makes it at a disadvantage.
Then of course theirs always speeding up deck out decks. Deck out decks are known to stall out, but they just need the right cards fast enough depending on their opponents. Bravery gets them their cards fast, and since less turns will go by, the less total amount of damage the opponent will do to you. Say you're running a bravery/miracle/stone skin deck (you can power the earth off gnome riders, the fire of mark, and the light off towers) All you do to deck the opponent out is stall through sheer HP. They're doing 50 damage a turn, with bravery thats 3 less turns of damaging you they can do. That essentially is worth 150 points of damage you would have taken. (throw in a couple dragons to make the opponents play their hands)
You will always get the advantage of using bravery not only for being able to lay those 2(3) cards instantly before your opponent can react to them individually, but your deck will be tailored to have more quanta production if it doesnt have instant quanta generation. The opponents deck will not however, thus their quanta will be strained. The hardest duels against bravery (when not using instant quanta generation) is when the opponent hard counters them with sanct, or uses quanta denial, like black hole and discord for more of a soft counter.
Conclusion: SoB is always worth it if you're not going to extreme measures for that little bit of quanta, and the mark is rather essential to really make bravery feel worth it compared to precog or sundial. For deciding what draw power you should use, to achieve highest effectiveness, think does the main cards of your deck be more effective over duration of turns or not, then decide are you stalling really hard or not, if so you'd probably want hourglass, if not then sundial. If you're deck isnt for 20+ turns, then definitely look at precognition and forget about hourglass imho. Sundial if its a OTK.
To me, to make sure this doesnt turn into a yelling match, try out precognitions and bravery, see which you like more since its your deck. With precogs, you can mindliessly play silences too, but often can be used strategically to shut down the opponent. More able to choose what turn you silence on if you have precogs rather then braveries. I feel since its a healing deck, where the opponent wont be gaining 3 cards to overcome the 6 healing from a dagger you'd be having more effectiveness with the daggers healing and a higher WR against ai4.
Im not one to bark with no bite, I will prove in terms of WR vs AI4 that precogs>braveries for this deck. Cant misunderstand pure statistics like that, and I somewhat feel potsie misunderstood me. Just name the amount of games you'd be satisfied with afda. I'll then have to judge wether in my schedual I'll be doing the games during war (idk about that, havnt entered in a war) before war or after war.