A few points:
--No Knights of Westlock? They're like one of the Top Ten Creatures in the game. I would have at least two, preferably three. The Unicorn isn't really worth including more than one, either.
--Renewing Rain instead of Group Heal seems an odd choice, but I haven't used Rain enough to judge it. However, if you're going with Rain, you should change your Mana Crystals to Mana Flowers so they can be healed.
--Fortified Position and Sacred Ground: If you're going for these enchantments, you sort of want to have ways of 'forcing' the opponent to come to you. Maybe try to find room for an Ivarium Longbow, and/or add a second Royal Archer? I would also recommend at least one Shift Enchantment, so you can move it to another zone if needed.
--Eight attack spells, four of them out of school, is too much imo. I would change the four Flameblasts to two Fireballs or Lightning Bolts (or Hurl Boulders), and drop Pillar of Light to two at most.
--You really should include something besides the Unicorn to regenerate your mage, at least. Regrowth and/or a Regrowth Belt.
--Don't don't don't plan to start your battle with a Harmonized Temple and two Clerics. Never works unless your opponent is turtle-building as well, and even then it's not all that great. My recommendation is to start with a Harmonized Temple, and then bring out something offensive/defensive and see how it goes from there. Save the Clerics for turns where you don't have the 12+ mana required for like every other Holy creature so far available.
Other than that, looks pretty good. Have fun with it!