hmmm, a completly different approach at pvp than i do...my comments might be off, cause i have absolutely no experience with this kind of deck...
I am afraid, i do see a lot of weaknesses in this build...i will explain:
1) the deck is dangerously slow for pvp...well built pvp decks have a killing speed about 5-8 turns, and you need 6
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
to play your dim shield...so either you are lucky and draw 1 of your 2 sundials or your quantum pillars generate some arther quanta.
Sure you can delay speed decks further with silence, but this again uses your precious
![Aether :aether](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/aether18x18.png)
quanta...
2) Even when you have setup your dim shield, its a game of luck to have sufficient quanta to setup the second...
3) you might kill some creatures with rain of fire...but as you need 7
![Fire :fire](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/fire18x18.png)
quanta for it, growing creatures might have grown out of reach..then what?
--> the deck is slow in stalling, isnt able to achieve stall reliable and lacks efficient creature control to ensure survival after the last dim shield went down
4) Quanta issues: There are many cards that need a lot of quanta to work...e.g. crusader, titan, titanium shield (need those
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
quanta for graboids, eternity
5) punch: your main damage dealers are those two graboids...thats it. maybe a crusader if your enemy has a decent weapon you can endow... even IF you achieve a stall long enough, kill most/all enemies creatures, you managed to bring some skellies on the table...your enemy will probably have enough time to recover before he is dead...
6) weaknesses: you are set on some specific combos...a single well placed deflagration or lightning bolt can pretty much ruin your plans...even with cloak, as it only has a duration of 2 turns...
On some specific cards you use:
Purify: Sure a great card against poison...but if enemy doesnt use much poison, almost useless...
Butterfly effect: Another cool card with nice effect...but i do see any creature you can use it on...i assume the nymph you want to create? but it will then loose its nice ability...oh wait...just a second...crusader will do...but you still need 5
![Light :light](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/light18x18.png)
and 5
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
for this to work...hmmm...furthermore: when playing pvp count how many permanents your enemy plays during the game the really need to be removed...
Nymph tear: using nymph tear on a quantum pillar will create a random nymph...which one do really want to have for winning?
cloak: nice card to buy some time against targeted spells...but which of your cards urgently needs protection?
catapult: can be a real nasty damage dealer...but which high HP creatures are you going to toss? i dont see any!
Again, sorry for tearing your deck apart. it might be better then i expect it to be...but from what i see, i expect a lot of losses...
i wont state many improvement ideas right now, as there is one aspect that should be set before changing the deck: what should be the main theme of the deck?
do you still want to slow down/stall your enemy while setting up a lock? -> you might be better of doing this with a mono/duo deck...
or are you looking for some completely new ideas?