Ok, I feel like I have played the deck extensively enough in 1.27 to make some comments:
This is the list I ended up with:
6rn 6rn 6rn 6rn 6rn 7n2 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q5 7q5 7q7 7q8 7q8 7q8 7q8 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 80b 80d 80d 80d 80d 80d 80d 80h 80i
As you can see, I took package number 2, which is a really nice allround package. Number 4 has the advantage of getting an immortal Eternity a little faster, but quinted Anubis and the possibility to Quint a creature without losing all creatures to rewind are pretty useful too.
I also added some Pillars back in. I definitely wanted enough Pendulums as losing because you cannot keep up your Shield chain really sucks.
The G of the P is a very nice addition to the deck and really pulling its weight. At first it felt a bit awkward to have an actual cost efficient creature in the deck, but it very nicely fits the theme of having inappropriate Fractal targets.
(some really overcosted Giant Frogs and a creature that is normally used with the Nightmare, the Anti-Fractal)
The guide and the stats are very well done overall, but I'd like to pint out some mistakes and add some advise:
- Dark Matter/Graviton: Generally rewinding Chargers doesn't help much as they just replay them. However when they have low quanta, they'll sometimes play an Otyugh or Armagio sitting in their hand over them. You can save yourself some damage that way. And obviously when you can triple-rewind each turn, they are obviously the first creature to go, as they mess with your EM.
- Incarnate really isn't of the same difficulty as Hermes.
My winrate against him is over 90%, he doesn't have any way to bypass shields, just some measly bloodsuckers for cc. If you're a coward wait for an immortal Anub, otherwise you can still work around them in a couple ways, for example make quinted Eternity, then Fractal Ghosts, while hiding behind Shield.
- Hecate fortunately is much easier then I feared initially. The only annoying thing about her is how difficult she is to EM because of Poison + Dusk Mantle.
- Octane: DON'T let him destroy your Shards! They are the reason you win against his UG spam. He is really not that difficult otherwise, you just need to keep away as much damage as possible (play Shields even against a single Owl's Eye) and get the Hourglass engine going. His PC suite is really light too, so give him a turn to blow his Explosions on your pillars, then start spamming Permanents.
- Rainbow: The reason you can win against him is that his Hourglasses are irrelevant in the late game, because his hand is so clogged with CC spells that he cannot draw anymore. So never play an unimmotarl creature.
- Greedy kids can get an even higher EM rate. Against the normal gods without poison or Momentum or Catapult you obviously always EM. Against poison or Momentum it gets a little more interesting. You obviously need to do the final hit with your weapon, so always calculate the damage you're going to do a few turn before the kill. It helps to have some non-immortal Eternities here, so you can rewind them to fine-tune your damage. The TU is useful too. And a warning: SoGs will heal you before the weapon hits, but only those that are in the first row. So you will need more healing in that row than the opponent has poison or momentum damage.
- The ttw number puzzles me a bit. Before v.1.27 I did a little statistic (not long, 50 games maybe) and got 22. With G of the P the deck got several turns faster, so 26 seems way to high.
Also, props to TII, that's one nice tourney deck right there!