This deck is a pretty standard ray of light hope deck, except I got rid of the Light Dragon (which always make me choose between more shield or more attack against gods with growth) and added a
mark and some Shard of Patience. I also added my white nymph, a purify, a sanctuary. Obviously if you don't have a white nymph you don't need it, and could instead add a luciferin or holy flash in its place for some instant healing to EM with. Also half the deck can be thrown out, modified, etc. The main point is growing your RoLs instead of using dragons.
>?
Hover over cards for details, click for permalink
5lk 5lk 7gq 7hi 7hi 7hi 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k6 7kc 808 808 808 808 808 808 808 808 80e 80e 80i 80i 80i 80i 80i 8pp
Vs a standard ray of light deck...
Pros:
Shard of Patience lets you cancel whenever you want, and avoid attacking if you so desire. So if you want to wait till you are healed up, you can do that and then boom do 200 damage in one turn as soon as you get 100 life. Also you can avoid fire bucklers, spine carapace, turtle shield, and solar shield, all of which can mess up an attack or help an enemy.
RoL becomes 3/3 on it's first turn and +2+2 each turn after that, this means less of them die vs control, and they get strong pretty fast.
List of things that they can now survive via shard of patience:
- 2 turns till they survive rain of fire, a shot each from Eagle Eye, single shots from damage spells ( ) except lightning
- First turn they survive thunderstorm, fire buckler, unstable gas, up to 2 poison counters, unupped Otyughs
- Otyughs gain 1/1 per turn while eating, RoLs get 2/2 per turn so they will outgrow the eater quickly
As your shield is stronger due to no dragons, and you can survive more punishment, you have a greater chance vs gods with creature growth. As you have no maximum damage output till you run out of cards, you also have an advantage vs gods with strong shields or lots of healing.
Cons:
Without
mark you might be a little starved for quanta for your fractals, and if you're using Electrocutor. I think the fact that the RoLs have extra staying power (they can survive a lot more now, see above) means you need a bit less fractal going on.
They can steal your SoP which leaves you SoL
if they feel like growing till they break past your hope.
As your damage comes from permanents, you may have a disadvantage against gods who might destroy them, however, with 3 non stacking SoPs, you may be safe from destroy. Furthermore the SoP activates first turn, so even if they destroy them as soon as they are put down, you still get a total of +6/+6.
Gods who steal will give you a definite disadvantage, because they get to use your SoP. This means you need an extra 2 RoLs per turn to beat their extra growth.
Subtleties:
SoP does not stack its effect, but may stack in place rendering it impossible to only destroy one at a time. Of course, you don't benefit from destroying only one at a time, so if you have more, save em.