This is a nice concept, but this deck is currently trying to do too much to work.
Your defense with Hope is not only very slow, your Hope will almost never show up early with only 2 copies in 41 cards. Shards of Freedom are useless for your defense, and as Hope-decks have usually beaten a physical-damage-based opponent once their Hope is fueled up, they don't bring much, if anything at all. Sundial is a good idea for defense (although they bring a PC-weakness), but a single copy won't help much.
This decks needs more focus. Decide to go offensive or defensive; as this is supposed to be a stall, go defensive. Remove the Air (and maybe also the Light) shards, Sanctuaries (unless you predict Denial, but even then they will likely come out too slow), some Miracles and the Dial, and add up to at least 3, better 4 Hope in ~31 cards.