Well then, let's take a look:
- Remove Deja Vu
Why is it even in there? Does neither a lot of damage nor support your strategy.
- Remove 2x Vulture
While I agree that they are pretty nice, I doubt you'll need them. The Scarabs grow enough by themselves, no need for additional growing creatures.
- Remove Aflatoxin
Yeah, it is fun, but it isn't neccesairy either. As CC it is kind'a too weak and as Food producer unneccesairy. Just eat whatever your opponent throws at you, or produce new scarabs and eat them when your field is full.
- Remove 1 Chimera
You hardly will ever need 2 of them and even when it is on dead bottom, you can just draw through your deck for a last turn kill when needed.
- Remove GotPs
Even without those, you'll still have a surpluss of mummys and growing scarabs to deal enough damage. Also, you won't have to save any
quanta to play them, but can waste anything you get to spawn Scarabs.
- Add 1 Hourglass
There's nothing better than drawing through your deck even faster. Drawing them early is essential.
- Change Mark to Time
Another option is to use Gravity Mark and replace those Gravity Pends with Pends from the other elements. But here, I'd go for a time mark to ensure enough quanta production to fuel your Hourglass and Pharaohs.
Fixing the QI and splitting the Pillars (EQ protection), I went down to this:
Hover over cards for details, click for permalink
52g 52g 52g 52g 52r 52t 52t 52t 52t 52t 52t 542 542 542 542 542 560 576 576 576 576 576 576 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5rk 5rl 5rl 5rl 5rq 5rs 5t2 5t2 5t2 8ps
// I'd also try to add more Bonewalls, they are just too awesome to not be taken a few times. (Replacing 1 Mummy with a Wall helps already quite a bit)