My first version was actually just towers. guards, nymphs, hope, fractal (and 1 miracle, and 1 morning glory), but you said (correctly) that it was too easy because of no CC.
I think electrocutor definitely needs to stay, and either the thunderbolts or the gravity forces have to go.
It needs to be programmed to play Light Nymph before any other light cards, because once that's out (3 turns), you should enough light quanta to play Hope and Miracle.
Either the Recluses or the Chargers should be dropped, but once again, it probably needs some early damage.
The first idea: just towers, guards, nymphs, hope, fractal + 2 other cards was basically a more durable version of Hope + Fractal.
Yes using the mark alone to pay for card costs is slow, but unlike Eternal Phoenix, after the first Nymph comes out, the light quanta starts pouring in, in that sense its more like Decay.
The new version has thunderbolts removed, recluses removed, some towers removed, and more fractals and guards and nymphs added.
Also, the Chargers have been replaced with Massive Dragons, which are a lot more durable then guards and can still get bioluminescence. I added more gravity towers to pay for the extra dragons.