Build I'm running at the moment due to a missing Scattergunner and Blessing of Haste.
1-1 so far against Order. First game just couldn't quite recover, second game went for 90+ rounds, and I was behind for 40 of them. Stalemated for about 20 turns and turned it in the end. Definitely need to improve the early game. Not sold on the Scattergunners, but there aren't many options in Energy that are suitable. 2 is probably the right number for now.
One thing about playing with this deck is you to learn to prioritise and evaluate what you can burn off the table this turn, and what you need to deal with ASAP. The only thing in Order that really presents a problem is Vanguard and General- they just have huge health pools, so its card inefficient getting them off the table. Considering throwing in 2 Thunder Surges, but what to take out?
All in all, if I can fix the early game, I think the deck has legs. Vengeance Veil is really great- turning Kabonks, Desperations, Iron Whips and even Sparks into Blessing of Hastes is as good as you imagine it to be (that is to say, very good). Potion of Resistance is just such a stupid spell and works really well with Vengeance. Unlike most Energy decks, this deck struggles with Spikey units.
I think a good idea is to try replacing the Scattergunners with Destroyers.
Interesting interaction- Vengeance Veil triggers prior to something dying, so it works stupidly good on Clock Libraries- especially with a Potion of Resistance. Kabonking one to 0CD feels very rewarding.
Will keep trying to track down 1 last Blessing of Haste.http://www.scrollsguide.com/deckbuilder/?d=1053