I often play around with these types of decks.
Simplistic- Mono light and with Pandemonium entropy are the most common variations. Of course, whenever pandemonium comes in, people thrrow in antimatter for some reason, which is effectively redundant. You kill it, or end up TUing antimattered creatures onto your side. (Happened to me in a tourney - wasn't too happy with that luck).
Another concept which you should really be trying is making a stall with Air. It works, and not only because it means I get to add another count to my deck help section.
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5lm 5lm 5lm 5lm 5lm 5lm 5oo 5oo 5oo 5oo 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n8 7n8 7oe 7oe 7oe 7oe 8pq
This is a basic build, which tends to work well. Wings, Miracle, Sanctuaries and Owls Eyes are great for stalling. The Glories damage sure racks up, and even if everything goes wrong, you have 40 cards in there to deck them out.
Crusaders are fun little additions, but obviously take away from the immortal aspect. The Owls Eyes aren't immortal, and are kind of risky. Usually you can judge whether or not the opponent is packing PC or CC, and decide whether to fly or hold your EEs in your weapon slot, and on very rare occasions, whether to play them at all. (Stolen Owls Eyes are not a huge worry here) Obviously, you can kill your own, to get through things like Gravity shield and antimatter.
SoDs are also additions worth throwing in. SoGs aren't simply because they are lame.