with I had thought of this...plus I didn't realize that SoP stacked...so only one boost a turn...still, its better then the original with the space fighting for angels or dragons...and the wall not getting quite big enough...the up side is a 23 point wall can block out just about anything that lobo doesn't already take care of first.
and upped hope can block a 24 point wall. When facing a FG without a major source of healing, (which was already an issue for rol decks), it looks pretty nice.
There were a few games that I did end up killing the guy with normal RoLs so bumping them up for a few turns of not fighting doesn't hurt all that much. Rol/Hope is pretty much a stall deck to begin with, get the shards out early and even with only a handful of rol, you're still sitting pretty nice.
Congrads Chapus for updating a pretty darn good FG deck...the win rate probably isn't 70% as several gods are skips but the ones that aren't will probably go down a little faster...
As for someone's question...poison dials are still decent and so is instosis...just a few changes due to sundials and hourglass targeting hurting a bit more then it used to.
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someone asked about mindflayers....CC in general is more common with the FGs then permanent control, lobo, especially 3 of them, tends to last most of the fight if not the whole fight for most gods, even the ones that steal it. and boosted rays over light emitting ones aren't much tougher to kill but that could be 10+ points of damage a turn.
the real bonus would be if the critters were water instead of white. can't have everything though.