It's a Eternity
Not really. Eternity is a powerful card because it can deny your opponent's draw, and waste his quanta by returning expensive creatures. Skipping your own draw, even if it prevents decking out is NOT powerful. You are not drawing cards anymore. It's a disadvantage, which will make you lose for certain if the opponent can deal with whatever you have in hand/on field, because he is still drawing new cards and answers to the situation.
If False gods weren't so insanely overbuffed, having to skip your own draw to prevent decking out wouldn't ever be necessary, let alone be considered powerful.
max. of 22 creatures in play
The limit of 23 creatures is stupid in the first place, this isn't Yu-gi-oh to have a limit of how many creatures you can play.
I think the reason why it is like that is because it would be difficult to code it with unlimited creatures, and of course there isn't enough space on the playing field either to display them.
has a great (really great) sinergy with Hope
As long as each color only has 10 cards, and the opponent is as powerful as a false god, you NEED this level of synergy between cards. With this card you'd have to auto-quit on fewer gods, which is great (Ferox to be more specific because you can't outdamage his healing in time with dragons).
And please don't tell me the deck can already beat all gods because a 10-20% chance for victory isn't worth playing the match, and is still an auto-quit. I've beaten Ferox with the deck, but it's only possible with the perfect draw, and some luck. Good for a challenge, but a waste of time if you fight gods for the money.
Besides, this card won't help against anything that does damage over time, because you can only increase their life by one per turn. So your creatures will still die to fire buckler or plague, it just takes more time, and unless you were able to kill the opponent in that time, you also lost a lot of cards in the process by not drawing them.
Now, from a PVP viewpoint, having an ever growing army of creatures, an indestructable shield that prevents anything, and never decking out does sound a bit too much, but the key there is the "indestructable shield that prevents anything", not the other two.
A deck without creature control is doomed against this deck, regardless of you having Prayer or not, the only way it can win is before you play hope and the rays. A deck with creature control won't really care about the creatures getting +1/+1, it can kill them even that way. It's actually good for him because you won't be drawing cards and he can still kill your creatures.
Hope is the overpowered card in the deck...then again, false gods wouldn't be possible to defeat without overpowered cards.
Anyway, other than the great, but not so overpowered synergy with the hope decks, it would function well in other creature decks, especially life-light, time-light, or light-death, or anything that relies on many small creatures. There are way too many cards that render small creatures useless, most every element has a shield that reduces damage of creatures by 1 or 2, and this card is great against those shields.