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4te 4te 4te 4tk 4tm 4tm 4vj 4vj 4vj 4vj 4vj 4vj 6ru 6ru 6ru 6s3 6s3 6s3 6s3 6s4 6s4 6s4 6s5 6s5 6s5 6s5 6s5 6s6 6s6 6s6 8po
so i've been messing around with different shard combos for the golem. at first i thought deja vu for 3 of a kind (SoReady) was maybe the best cuz you double your big golem, but i think vampire is better still cuz it's also 3 of a kind (SoVoid) and also sorta functionally doubles your golem but for no activation cost. this allows you to run it with fire mark so the SoBraveries can help you draw to your ideal combo faster: 3 voids (vampire), 2 wisdoms (immortal), 1 freedoom (airborne).
even if it takes a few turns while you are taking dmg, if you drop a 20/20 immortal vampire that's getting boosted by the SoFreedoms you can win a lot of games.
one thing to watch out for is that if you SoWisdom your golem it won't heal you anymore, and also SoFree won't help you get around reflect shields (for whatever reason...)
biggest counter has been rubber/glue type decks (with SoWs, reflect shields, and some way of quinting YOUR guys like anubis or turquoise nymph)
bad draws can be problematic...if you don't get a SoI early you're in trouble, and if you get too many your golem is weak (cuz those SoIs take up space for bigger hitters) and likely not a vampire and/or not immortal and/or not airborne