Idk maybe something like this
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52g 52g 52g 52g 52g 52g 52g 52i 52n 52n 52n 52n 52r 52r 5ih 5ih 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rl 5rl 5rl 5rl 5ro 5rp 5rp 5rp 5rp 5rp 5rp 8pp
This would probably work as a rainbow much better but just a start
I used your deck twice and lost both,
first time I wasn't able to do the combo (flood + bone wall) in time.
Second time I was able to, but as my damage was too slow, he could get lots of fire quanta and fire lance me to death..
Try this:-
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52g 52g 52g 52g 52g 52g 52g 52n 52n 52n 52n 52r 52r 52r 5ih 5ih 5ih 5rg 5rg 5rg 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5uk 5uk 5up 5up 5up 7jp 7jp 7jp 8pp
After much testing in the trainer,this seems to have good enough results,the steals are for his bonds.3 bonds=15 regen per turn gives you enough to heal to full health before he bolts you to death(even using 1 steal is good enough to let you survive)and he will not have drawn enough bolts before turn 20 to kill you,and after that ,its smooth sailing as the AI will use a bolt if it gets 75 fire quanta, and it requires 5 bolts to kill you when at full health,making you virtually safe after it uses 2 bolts.
Ideally,you want to set at around turn 5(you cannot set up early anyway,with all the requirements).set up means 1-2 sundials,1-2boneyards,bonewall,flooding and all the quanta required for them and on an average,you should have1 of each of the cards by then.
BUT it is slow,painfully slow and requires you to have 3 upped cards.the RoL are a must as you WANT 1 in opening hand,so that before it is killed,you get ~3-4 light quanta to speed dail a bit,if you have a otherwise bad draw.the only visible flow is that you need 1 time piller out of the 3 by turn 3,so adding another might be a good idea.