I did, what wave dash proposed...I used SGs unupped, slowly upped that deck and once i had it mostly upped + 6 SNs i switched to CCYB (with my own minor changes)...
Regardless what deck you choose, your score will suffer...you will simply loose more games when facing FGs. If your really much into score hunting, AI3 is simply better
Doing some stats on my CCYB it right now (work in progress), i would say CCYB is a bit above that mentioned 51%, though not much (im at at 55% atm, but thats not normalized and only 45 games)
But i think there are two good ways (i have absolutely no experience with RoL/Hope on my own, so i might be wrong!):
1) SGs unupped -> upp that -> choose your own style rainbow (e.g. CCYB, Moar drawz)
Pros: a lot of cards from your starter deck can be used in the upped, final version
Cons: SGs unupped had for me an estimated (didnt do stats) win rate of about 30%...and its quite slow
2) RoL/Hope -> upp that completely -> farm enough to build the FG-Killer of your choice
Pros: only RoLs are really needed to be upped, easy strategy, fast games
Cons: no synergy if you want to go for a rainbow FG Killer, so you might have to use RoL/Hope for quite some time
I have the feeling that RoL/Hope a bit more auto-quit gods, but i didnt really verify this...
I wouldnt go for voodoo dolls from the beginning, as it simply works MUCH better when fully upped (tried an unupped version...didnt like that at all, though i had some wins against FGs) AND there are really many cards that are not THAT useful in other decks...
If i started again, I would probably try RoL/Hope, as it seems faster...
Just my 2 cents...
Edit: IF you are interested in variants, this is the SG unupped version i started with:
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vm 52n 52r 592 5c6 5c6 5oj 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5up 5up 61t 61t 61t 61t 621 621 621 74b 74b 7q5 7q5 7q5 7q5
Its even slower as the original (bigger), but it felt a bit more stable, as i added additional dim shields...removed RoF, as it didnt change my winning rate much. By the time i had enough quanta to play RoF, i either had my defenses already set up -> RoF was simply a nice bonus OR i was already dead, cause i didnt draw a dim shield/enough sundials.
The third quint allows you to protect oty, ffq AND elf, so if you survive long enough (dim shields ftw!), then you can be sure that your mutants will win the game...
And this is the CCYB variant i prefer atm:
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 77i 7ai 7dq 7dq 7gp 7gp 7n3 7q5 7q5 7q5 80h 80h 80i
Only minor changes:
Improved heal insted of miracle: For me, miracle wasnt the live saver its meant to be...if i was in a position that i actually needed the miracle, it often only bought me 1-2 turns, as the FG was really well developed...but improved heal buys a single turn if needed sometimes, BUT i makes EMs much easier (atm about 60% of my wins are EMs)
1 Protect artifact instead of 6th Shard: If you cant win with 5 shards, you cant win with 6 either...most of the time i have enough shards in the beginning...but that single protect artifact made some games much easier, though its a dead card against some gods...but these are mostly easy anyway with CCYB...i simply feel better if gods like Decay cant steal my permafrost ...