With 6 hourglasses, you'd better have enough quanta to power them all, and when you do, your deck is well over 40 cards. It'll be hard to draw enough hourglasses and SoRs. SoGs are better than Sancs only because you can play them early on and survive through the first bit of rushing by False Gods, or even by PvP decks. Most decks win in 7-10 turns, even if they're not "pure" rushes. An early SoG halves their damage, but still doesn't completely nullify it without CC. And during mid-game, you usually have enough quanta to decently control the field and limit the damage under whatever your SoGs can heal.