Here is my dual deck water/life (part of water synergy personal studies):
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c1 5c1 5c2 5c2 5c2 5c2 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ie 5ie 5ie 5ie 5ie 5ie 8pp
STATS AFTER 100 MATCHES:
Win rate = 81 % on AI3
EM = 21% on AI3Win time on average = 8 turns
Managed meanwhile to upgrade some cards, in fact replacing toadfishes with Abyss Crawlers.
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c1 5c1 5c2 5c2 5c2 5c2 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ie 5ie 5ie 7gm 7gm 7gm 8pp
Arena : Not really viable, tried also variations adding shields, heals, is not working if you don't have an oportunity to remove opponents shields.
Advantage over a single life rush deck is that after 2-3 turns after you played in a couple of Forest Spirits you avoid drawbacks from rain of fire, Otyugh and many others. The heals are supposed to cover eventual shields on opponent, granting improved survivability. Preffered heals instead of Emphatic Bond mainly because the number of creatures played will vary from game to game so might not be extremely helpfull in certain conditions. Also preffered to keep all cards at low costs to maintain it fast.
Also kept away weapons since the extra damage or healing will not be that great, and will involve a bad effect against light decks (Crusaders).