Archetype summary
Build up enough Mantra to enter Divinity and end fights outright.
When to pivot to 'Divinity' archetype
When you find an early Devotion or Damaru. It is fairly safe to pick up Prostrate in Act 1 since even in the worst case scenario it's still a free source of block, and opens you up to the possibility of more Mantra cards in the future.
Star items



power

Devotion

1
B
At the start of your turn, gain 2 Mantra.



skill

Worship

2
C-
Gain 5 Mantra.



skill

Prostrate

0
C+
Gain 2 Mantra.
Gain 4 Block.

Damaru
common
At the start of your turn, gain 1 Mantra.
C
Divinity is incredibly powerful, making Wrath look timid in comparison. When you reach 10 stacks of Mantra, you will enter the Divinity stance, which grants 3 energy on entering, triple damage while active, and lasts until the end of the turn. If holding the right cards, the damage boost can allow you to end the combat outright. Make sure you draft a few sources of Mantra so you can access it quickly enough, and throw in some hard-hitting attacks to benefit from the extra damage.
Support items



skill

Spirit Shield

2
S
Gain 3 Block for each card in your hand.



skill

Vault

3
A+
Take an extra turn after this one.
End your turn.
Exhaust.



attack

Crush Joints

1
B-
Deal 8 damage.
If the last card played this combat was a Skill, apply 1 Vulnerable.



attack

Windmill Strike

2
A-
Retain.
Deal 7 damage.
When Retained, increase its damage by 4 this combat.



attack

Sands of Time

4
B+
Retain.
Deal 20 damage.
When Retained, lower its cost by 1 this combat.



attack

Reach Heaven

2
B
Deal 10 damage.
Shuffle a Through Violence into your draw pile.



attack

Through Violence

0
S+
Retain.
Deal 20 damage.
Exhaust.



attack

Carve Reality

1
C
Deal 6 damage.
Add a Smite to your hand.



power

Battle Hymn

1
B-
At the start of each turn, add a Smite into your hand.



attack

Smite

1
A-
Retain.
Deal 12 damage.
Exhaust.



skill

Meditate

1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.



attack

Brilliance

1
C-
Deal 12 damage.
Deals additional damage equal to Mantra gained this combat.



attack

Wallop

2
B
Deal 9 damage.
Gain Block equal to unblocked damage dealt.
It's important to sprinkle in some strong block cards like Spirit Shield to help you survive while you scale. Vault can be doubly useful, buying you time, extra energy, and also allowing your Devotion and Damaru to scale.
Vulnerable obviously pairs very well with the tripled damage.
Since it can be unreliable to know when you will enter Divinity, an upgraded Worship can help you steer the odds in your favor due to its Retain effect. Alternatively, consider adding retain attacks to your deck instead: Windmill Strike, Sands of Time, Reach Heaven, Carve Reality and Battle Hymn are all viable options (with Battle Hymn being my favourite).
Meditate can give you more control over when you enter Divinity, and when upgraded can also allow you to draw an attack at the same time.
Although Brilliance obviously has incredible synergy with Divinity, it isn't a necessary addition. This deck is already quite difficult to pull off with some hard-to-find pieces and Brilliance is just another rare that often ends up doing overkill damage anyway. Feel free to pick it if you find it, but it is not essential.
Wallop obviously benefits from the damage boost, granting you both defence and offence.
'Divinity' archetype weaknesses
Mantra can take 2-3 turns to reasonably build up, exposing you to damage while you ramp up.
It can also be difficult to steer into a Divinity deck, as you typically require multiple sources of Mantra to pull it off in reasonable time. One source of Mantra will rarely grant you Divinity at all on its own, at which point you're wasting the card's power budget and getting suboptimal value.
Divinity can be difficult to trigger on a reasonable turn, since it requires you to usually have Mantra generation AND big attacks in hand. Offset this with retain effects.
Be aware of leaving Divinity prematurely. It's tempting to play Eruption for 27 damage, but it should be the last attack you play since it will then force you into Wrath.
Blasphemy is a way to cheat out Divinity - it's not intended for Mantra builds; in fact, it works best in builds with no Mantra generation at all. As such, it's not needed here.
Pray does generate Mantra but is arguably the weakest source, doing nothing on the turn you play it unless it gets you into Divinity. Avoid this unless you're desperate.