WARNING: THIS DECK IS VERY BORING TO PLAY
On a plus side, it does em quite often and have high win rate. That said, it require a lot of rare cards:
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4vj 4vj 500 500 500 500 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 7k6 7k6 7q0 7q0 7q0 7q8 80h 80h 80h 80h 8pu
Plan is simple:
Play Nymph with Quintessence, antimatter incoming mobs.
If you have a chance to play sanctuary (you need both nova and supernova, don't play two suppernovas because you'll LOSE!) go for it - it's your no.2 priority. Second Sanctuary is for EM.
Then, after situation is stable, play eternity and don't use it until you have 0 cards left in your deck, then you keep recyling Nymph for the win (yeah, quite stupid to rewind time mob with 9 cost each turn, but it works as you produce 11 quanta each turn, but if it sound stupid but works it isn't stupid).
Never play 3rd and 4th Nymphs, when you are forced to discard, discard useless cards instead (3rd and 4th quint, 4th nymph, then supernova if you have two, then improved heal, then sanctuary)
When you play second nymph, antimatter it before quinting, this way, false god lose just 1 hp each turn, so he will deck out.
This is second version, with heals.
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4vj 4vj 500 500 500 500 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 7ai 7k6 7k6 7q0 7q0 7q0 7q8 80h 80h 80h 80h 8pu
This is third version:
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4vj 4vj 500 500 500 500 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 7ai 7k6 7q0 7q0 7q0 7q8 80h 80h 80h 80h 816 8pu
This one actually attempt to kill the false god, not merely mill him. It's way faster to play, so i'd recommend it.
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4vj 4vj 500 500 500 500 5c2 5rg 5rg 5rg 5ro 62m 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 7k6 80h 80h 80h 80h 8pu
It's version on the cheap (ha ha, with 4 nymphs, 1 shard, 1 rare and total 19 upped cards, good joke), below that you won't be able to produce quanta fast enough to beat the false god. Perhaps you can use less upped pillars, i didn't tested how those decrease winning chances.
BIG UPDATE: After a lot of testing, i settled on such deck:
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4vj 4vj 500 500 500 500 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 7ai 7k6 7q0 7q0 7q8 80h 80h 80h 80h 816 8pu
Sadly, the only variant that is cheaper is the one without improved heal - use regular heal instead, upped time towers are crucial. Antimatter priorities: 8/30 dragon, 7/7 angel, 7/5 charger, 0/5 that get improved blessing, 1/4 black hole nymph. I'm not sure if you want any pet at all, you have to consider it yourself. Discard priority: start with discarding any nymph but one you have in play, and second in your hand, they are not required, then discard all but one quints, then discard supernovas/heal. You can't discard: shard of wisdom (your wincondition!), sanctuary (also win condition!), eternity (you won't be able to win without it), nymph (unless you have one in deck, you have 4 total so you can discard two during the course of the game). Don't play more than one nymph with quint, it's unnecessary. Last turn (you attack for 11) do improved heal for EM. If you don't care about em at all, all you want is victory, you can replace heal with another sanctuary and perhaps add rewind to not die to eternity as a last card.
I written this wall of text because i HATE dark matter, there should be special place in hell for guy who invented the deck. I'm glad it don't have tech shard of focus, because then it would be unstoppable.
I figured out that most common way to lose is not having quinted nymph fast enough, you can get screwed with sanctuary, you may not get eternity, but way higher chance is to lose because you don't have nymph. Therefore, for people that don't value EM that high, replacing Heal with either Quint or Nymph (tbf both are just as expendable) is going to improve win ratio the most (and decrease chances for em to 0).