I agree with Doc but like to follow up with some Sonnia tactica. I like to play her passive aggressive style. Her spells have ranges of 10 and 12 inches which is decent but can easily leave her in sniper range or even charging range for Nephilim. Having the Witchling stalkers close by to intercept charging models is helpful plus they have a (0) Disrupt Magic which is useful ANY time.
As for sonnia try to get her to a decently defend-able spot close to the middle of the board but not in the open. Next to hard cover is great because of the negative flip and Armor 1 bonus when attacked by ranged strikes. If Sonnia's finds herself alone or in combat inferno can be daunting enough dissuade your enemy from coming too close or staying there. Save high cards (tomes if you don't want to waste the soul stone for Confiscated Lore) for Flame Burst. Don't be afraid to cheat and waste a stone or two to beef this up cuz moderate and severe damage has 2 and 3 blasts counters with a spread of 2/3/5 (important side note: remember to cheat AND spend a stone for spells because they don't work like combat duels where you go back and forth you must alter your spell duel total with one or both before your opponent can alter theirs). Flame Wall is cool but mainly used for board manipulation purposes I rarely use it. Violation of Magic is awesome but situational as well. For one thing there are plenty of models with a cast of 5 or higher but the damage is also dependent on the higher cast to do more damage (1 Wd + 1 Wd per point Ca is over 5) But the benefit being you summon a witchling if the model dies. Also keep in mind her Abilities they are very cool and useful if you remember them. Advanced Counterspell should stop most spells from coming your way as long as you have the cards and remember the timing you must annouce it before your opponents "starting casting total is generated". Magic Seeker comes in handy when hunting down would be spellcasters or for targeting masters like Rasputina. And if in melee the Runed Blade is fairly Anti magic so anything with spells loses the ability to cast them and if they have a casting of 6 or more you gain a positive twist on the attack flip plus it being magical fills it out.
So in essence keep her crew close and blast away.
If your friend is a fan of using Hopkins then remember flip for Flaming Bullets every turn it's a (0) action it's cast is 14 unsuited, worst case you cycle out a low card, or +2 dg with ranged strikes.
His other spells need crows but still pretty nifty, Arrest is good for picking off the enemy's hand and Snare is while shorter in range 6" as opposed to 12" for Arrest it can be handy for stopping an unactivated minion from moving by forcing a Cb duel 15. They fail the duel they can't move until they win the duel. If you do put Hopkins in melee be mindful that his Huntin' Tools can dole out a -2 Wk to enemy's damaged by it, with the the auto trigger Critical Strike or the Drain Magic if there's a crow in the attack flip.
Anyways hope this helps. I too am a big guild fan and also play the Ortega's and Lady Justice so my tips are here for the giving.