As you pointed out you would need a Sanct for your plans.
as Branden pointed out you are unable to damage your opponent by much.
Do you see the challenge of the perfect defense... as I first posted, I tried, but found them fragile, they are actually more for fun decks than anything practical. You need so many cards to make the defense, you can't draw them fast enough and get enough quanta on the board, and play then, and not deck out, and yet deal a ton of damage without them being very fragile.
Here let's step through it, first to begin protection from all other forms but fixed damage you need the following cards:
Other than forced deckout by a bravery, this blocks deckout, spell damage, poison damage, and deck/denial effects outside of silence which is a single turn.
Technically to protect against silence and bravery you would need 3x animate weapons and 3x more eternities, and 3x quints, but let's not assume the extreme version because this is a bit more practical.
Now there are only a few ways to block against damage left, and really you aren't going to do it, so you need someway to heal. SoSa is powerful but as pointed out ruined by a purify. The only way to heal 99+ damage a turn is with feral bonds, but they won't protect against otk, and you can't protect them all. So the only viable option here, is using:
So condensing a bit for mana, you end up with this to start:
But as you can see we are only buying around 382 damage, recover, without more miracles, so we will need to toss a couple more in, plus the ability to fuel and protect the fuel. Need a reversable creature, now a bit of bow power can fuel the others so let's toss that in:
Yea, we can defend perfectly now. it only takes 32 cards... oh... and we haven't gotten to damage yet.... If you are to survive to get 32 cards, now you need draw ability...
Ah draw ability makes the shift more light time, and 4 novas won't cut it, it also means it's less likely i'll cut the miracles for less demand which means I'll have to eat feral bonds or something else later... but now we have something like this:
Now we need to replace mass heal and a way to do damage too... we are going to need to do something that protects against CC so quints will be needed, also a way to produce a lot of creatures, also something that will have have CC too since we won't have miracles.
We have just enough room for the queen's mutation deck core cards
So a 60 card deck... that is fragile and slow and not good at all...