Pendulums are nice, but that much earth quanta isn't needed. Three gravity pendulums won't let Pulverizer smash a permanent every round, three towers will and produce one extra for unstoppables or gravity forces.
It doesn't matter that each element has very low quanta usage, it matters that each element does have quanta usage. Therefore, more towers are needed to maximize the chance of drawing one. False gods don't work like players. We stall until we get all the cards we need and then pew pew. They get all the cards they need and pew pew.
Earth nymphs cost 8 quanta to play, 3 to use the ability. Basilisk blood costs 1 quanta to play. Earth nymph is slower, more expensive, and vulnerable to creature control. Twelve basilisk bloods shouldn't have any problem keeping a voodoo doll alive and can act as emergency creature control for anything with momentum if there are no rewinds in hand.
This deck doesn't need hourglasses. It doesn't focus on playing as many cards as possible to overwhelm the opponent like Rainbow, it focuses on getting the key cards out and then waiting.
Rewind has great synergy with neurotoxin, as it forces a card to be played again, adding another poison counter. It's also good for just clogging up their hand. Quicksand helps with this even more.
Gargoyles are kind of extra, but there just really isn't any direct damage without them.
Once this god gets out a dune scorpion with unstoppable and a voodoo doll with gravity force and a few basilisk bloods, you basically have four options.
1. Quit or wait to die.
2. Stall and finally deck out or die.
3. Get lots of healing and attack to power through the voodoos without dying. Pulverizer makes this harder than it sounds.
4. Momentum + quint and kill face or rewind the voodoo doll and then quint and kill face.
Of course, some decks will find this god impossible, while others will easily tear it down. But the same is true for most of the gods, yes?