^ That's actually incorrect. The most commonly used lore amongst tournament players, and competitive metas (some areas of the U.S not included due to no comp) is Light, with Shadow being second.
Frankly, most tournament players would have to agree that Life magic without Teclis or the BoH is horrible and even with one of the later it still isn't good. Teclis's best lore is Shadow, and the BoH isn't suited to the Lore of Life because the caster can't be lore master, and essentially limits you into playing a "one combat at a time play style" to properly buff and protect all your units to give you a shot at winning big or even winning in general.
If you can make Lore of Life work, either one of three reasons: your gaming group isn't truley competitive, you've mastered the aforementioned style of play or lastly you've come up with a unique roundabout way of making LoL a work ie; a support lore or something of that nature.
If you want to buck trend go for H.E magic, and force huge trickle down magic phases with multiple castings of Vauls and Shield. Something like:
A.M Lvl 4 (High): F.R, ToS, Scroll
Mage Lvl 2 (High): Seerstaff, AoL (for your archers to pick off ethereals)
Mage Lvl 1/2 (Heavens/Beasts/Shadow): A.C (for the sig spell)
Casting becomes hilariously awesome as your dropping double Flames/Vauls and a Flames/Vauls (9 P.D) or a bunch of 2 dicers.
Edit: Doomaster no runs Dragonmages even for fluff, they suck. Hell, when the Swedish comp system gives you points for taking it. . .

. Your better off with some hero nobles to take the pressure off. Though, this being said. . .
If you REALLY HAVE TO RUN ONE, take Folarith's Robes and a Dragon Bane Gem. This will protect the rider from cannonballs, the Dragon. . . not so much. If the D.M gets into combat, you better have eliminated any magic weapons in the unit -magical attacks and he's screwed when he gets challenged. Heavens/Light magic may be the only way to keep the Dragon alive, and even still, it's rather impossible to even build a mini coven with the D.M eating into your Hero slot, especially when your need H.E magic to eliminate magic weapons. Catch 22, and in the end your D.M normally ends up screwed.