You make some interesting choices in your deck.
Are the SoGs enough to keep you alive? They are cheaper and don't require combos to make them work like Feral Bond does, but they don't heal as much, especially once you get an Oty and Boneyard out.
How critical are the Miracles to this deck? I'm just curious if SoG+Miracle is better than Feral Bond+Boneyard.
I personally like Druids as they are a big help against Gemini, Seism, & Miracle's high HP creatures as well as Rainbow & Hermes growth creatures. But without Boneyards, you lose the other main reason to have them—to create uber-powerful mutants to beat the gods down with. I guess you do have a FFQ, but that costs a lot of Life quantum to make FFs and then mutate them.
With the revamped AI coming soon, the Protect Artifacts are definitely going to be handy.
I would also strongly consider using 5-6 Hourglasses especially since Sundials only last 1 turn now. With a big deck, you really need to get your cards fast.
Do you have trouble getting enough fire power out? Most FG decks have three ways of winning: mutations, FFs, and Skeletons. But if you get rid of your Druid, you'd basically have only one way to beat the gods.
If you do get rid of the Druid, definitely replace him with another Demon (with 2 Demons, you may be able to drop an Oty too). Firestorm+Paradox will be the only way to take out most of those high-HP/runaway growth creatures.
If you're going to keep the SoG+Miracle, I might try replacing 1 Tower, 2 Bone Walls, 1 Druid (or Demon depending on which you decide to keep), 1 Ulitharid with 2 Hourglasses, 1 Demon (or Druid), 1 FFQ, 1 Phase Shield (Disclaimer: I haven't tested it; this might totally suck).
Take a look at this deck (
http://elementscommunity.org/forum/index.php/topic,1098.msg12818#msg12818) to get some more ideas.