my issue with going more SoI was that getting 1 extra SoI messed up the damage. The thought was, "if any combination of cards in a viable deck was strong, then what combination of cards would make up for the increased chance of playing a golem on turn 1 or 2 in order to make this deck viable and also decrease the chance of creating a 'bad golem'." The stall is not meant to make the deck into a stall deck, just one that lasts a few turns longer than normal. Once you start damaging the opponent is normally dead in 3 turns anyway, 17 on turn 1, 34 on turn 2 and hopefully at least 51 on turn 3. The decks not winning any awards, I just wanted to make a shard deck that wasn't frankenshards with 1 or 2 different cards in it.
I know I'm not as active on this site as you, but if you haven't noticed I mostly make decks for bronze or lvl 3 Ai. I should specify that.