Done by request of Absol to make a Light/Water deck.
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This deck seems a lot like a straightfoward stall/beatdown, but it has an few interesting combos to it.
Crawlers are the cheap vanilla creature used as attackers in the early game - you want to play them first.
One you have several Crawlers down, play Nymph's Tears on a Light Pendulum, and start using the Light Nymph's Luciferin as needed.
The Light quanta generated from the Crawlers should then help power a Hope and maybe a few Sanctuaries. I choose Nymphs Tears over Luciferin as the alchemy card for this deck because the Nymphs are solid beatsticks even when you can't activate their abilities.
If you want to deal damage faster or find yourself facing a lot of damage CC, I'd suggest using v1, which exchanges the Sanctuaries/Hopes for Blessings.
Spoiler for v1:
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Alright, so the V1 deck has two simple strategies:
Rush : Play crawlers ASAP and Bless them.
Stall/Beatdown : Nymph's Tears on Water Pillars to make Nymph Queen, or Nymph's Tears on Light Nymph to get 10 HP every turn (Crawlers will provide quanta).
Overall a rather simple and straightfoward deck - I wanted to avoid making a typical Water/Light stall. I decided to make it rareless so any player could try it out.