Lava Rush vEnlightenment
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I've been playing around with a similar deck, but my approach is from the opposite direction.
I found that a mark of light was enough to power one seraph, and the cremations often provided enough for the second one, assuming that I even get to play it.
With your deck, I often found myself in need of earth quanta, so I used gemfinders, rather than RoL.
I replaced gravel, which is obsolete in my version, with an extra gemfinder.
I figured that for me, a stable and consistent growth for the destroyers was more important than a single weapon.
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These changes " feel" better to me, but I realise that some would prefer your version.
I know that if you never get a seraph on the table, then all that light quanta will go to waste.
But I'd rather have one seraph stay on the table than only be able to grow one destroyer and have it controled.
Sure, a seraph could still be controlled that first turn, but that would have taken out that destroyer too.
I normally use this deck to fight in the arena or to PvP. I never really used it to fight FGs.
Anyway, I liked all versions of your deck in the past, even though I never commented before.
They inspired me to favor the fire element in most of my decks.
EDIT:
I only just realized that I might prefer your version if I replaced some (or all) pillars with pendulums, since that resolves the earth quanta problem and gives me less useless light quanta...