Seeing that I'm using a kind of variant of this I'll post here rather than make a new topic:
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This currently need the last couple of pillars/pendulums upped and a maybe a bit of quanta balancing, but I believe this has certain advantages over yours.
A) A creature rush can hit this deck like a brick wall. By careful timing of the blessings, this deck usually avoids having the first oty on the board killed (It's surprising how many people think leaving an oty at 3-2 hp and then play a shrieker is a good idea. A few people quit when the second bless hits, a few when the angel hits the board, and most when the first miracle is cast.) Even if an oty does get killed, you're likely to have a spare one.
B) Most stall decks cannot outheal the damage once you got the overdrive/heal combo going. Shards of sacrifice merely prolongs the pain.
C) Dropping your entire hand first turn ain't the goal. This allows some protection vs the standard ghostmare decks.
D) Permanent control is not an issue. The goal is to control the board with Oty and cast miracle when enough damage gets through.
It does however have huge glaring faults, some which can be avoided by not carelessly overdriving/blessing until you've run the opponent out of CC. Eternity/Lobo can murder this deck. I'm actually not recommending sanctuaries/morning glory. You want to be stingy with your light quanta in the beginning and the sanctuary healing benefit isn't large enough to warrant the cost (the other benefits are -very- situational and can be worked around in many cases). Morning glory isn't needed as the later overdrive damage is enough to kill a lot people. Someone playing this deck might benefit from trying to fiddle in a gravity shield/reflective/solar shield (Them miracles do cost a lot of quanta). Solar shield for extra quanta, Reflective to protect against spell damage. Grav shields can mess up an aether dragon deck, but you might want to use some unupped angels if you choose that one (Unupped angels in overdrive goes below a stolen grav shield, even if you heal them every round). It's definitly not an easy deck to play though, but it can be greatly satisfying to come up against certain of the more popular deck variants and win. Chargers isn't really needed. It's a stall deck and you want an oty in your starting hand for board control rather than a charger. That being said, the chargers come with in-built momentum and can be of great service. Maybe exchange the momentum with a charger (or just throw in another momentum). Fiddling with the deck it may be important to keep the overall goal of the deck in mind: Heavy oty's with angelic resiliance. Once you got a 10hp oty+angel out there, it becomes nearly impossible to remove them with damage. Don't overdrive until you own the field.
That was all
Regards
Kanashimi