I played around with Time Mark a little and that version looks interesting. I guess with 6 Antimatter, you can stall longer.
I still prefer the Entropy Mark because 2 Time Pendulums gives you the perfect set up for turn 2.
Entropy Mark + 2 Time Pendulum; Turn 2 = 4 and 1 1 Dune Scorpion
1 Chaos Power
1 Rewind
*And if you get really lucky, you can even hit them with Neurotoxin on turn 1.
Time Mark + 2 Entropy Pendulum; Turn 2 = 1 and 4 1 Rewind (?)
*Only on turn 3 would you get to started on the poison, giving them 1 more turn to empty their hand.