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5f4 5f4 5f4 5f4 5f4 5f4 5f7 5f9 5lg 61t 61t 61t 61t 61t 61t 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7jp 7q9 7q9 7q9 7q9 808 808 808 8pu
Its sort of a upgraded version of this
http://elementscommunity.org/forum/index.php/topic,6758.0.html (
http://elementscommunity.org/forum/index.php/topic,6758.0.html) (or at least partially upgraded)
Some primary adjustments to it was more to balance out the lands a little bit and add some more time that is needed to 1 shot the target. It plays very similar to the full aether setup when trying to take on the false gods. Simply put if they have no means of destroying your shields and sundials then they will most likely lose.
You have enough to stop 22 turns worth. You start out with 34 cards 7 of which go straight to your hand at start. Which means you start out @ 27th card and have to survive 5 turns worth of damage to be able to negate damage for rest of the match (though much of the time you can kill the enemy before then)
Ray of light can be used for additional damage against targets that have no creature control such as miracle and ferox. This also means if you really need to that
it gives you can be used for a little card draw at times. Generally though at most you can sometimes use 1-2 cards but I wouldnt really try for all 4 since turns = mana and mana = win. It also may help if you add 2 more sundials since it gives you 2 additional turns that negate damage.