It gets the highest possible win rate on the gods it's supposed to beat easily. Shards are just in the way for that, they slow you down. Playing them costs quanta, which you don't have that many of, essentially allowing you to play your fractal a turn later only. Considering monsters played by gods often hit for more than 5, and they play many of them out fast, a shard can in no way heal for the amount of damage you take per turn, so it doesn't help but hinders the plan often. Other than the turn lost from spending quanta on a non-fractal spell, you also lose a turn by drawing the card...if you draw the shard, that means you didn't draw something else, most likely an aether tower, which are the cards I added instead of the shards.
4 hopes are necessary to avoid wasting time on setting up everything and then losing because you just didn't draw it in time. Even with 4 of them, there were times when I didn't draw any in the first 15 cards and lost. When I had only 3, I lost a considerable number of games to not drawing hope in time, about every third-fourth one or so. Such losses are against the concept of the deck, if you start playing, you are supposed to win, and losses should come from the early game, or auto quits (wrong god, clogged starting hand, no lobo where is it necessary)
Perhaps I should make some statistics, hmm...
Edit :
2.5 hours of playing with 30 games won so far (90 spins, 13 upgraded cards). I'll post detailed results after more playing, but I'll take a break for now.
So far a game won every 5 minutes on average, which is definitely the highest win rate/minute against false gods I have seen so far.
Edit # 2 :
4 hours of playing = 45 games won, 21 upgraded cards won, about 1500 score gained.
Average of 5 to 6 upgraded cards per hour = ~6000 Electrum per hour.
If anyone can make more than 6000 Electurm/hour with any false god farming deck, speak up and I'll change the topic title, until then, I claim the title for fastest electrum farming for my deck.