The problem with this article is that Elements has many different "RPS-subgames", not just one, and you are amateurishly trying to intermingle some of them. This leads to this fourway RPS which as people usually discover around the age of seven are not real RPS, as well as your beautiful rule of thumb of "It depends" which comes right after "Tomorrow it's going to snow or it is not going to snow" in its conclusiveness.
A better way to go about this would be to look at some of the fundamental underlying RPS mechanisms of the game, then look at the metagame and then figure out which of them apply. Here are some of those RPS subgames that I mentioned:
all creatures < creatures with CC < no creatures < all creatures
Shields < Shield evading damage < not Shield Evading damage < Shields
normally quanta'd creature deck < anti-creatures < underquanta'd creature deck < normally quanta'd creature deck
permanents < pc < no permanents < permanents
unique overpowered card < the 2-3 cards that can beat the overpowered card < everything else < unique overpowered card (example for typical unrestricted unupgraded no-Shard EtG Events: Discord & Dimensional Shield)
The core of your graph is the first rule (with rush, dom and stall as the corresponding deck types) and the next two you are somehow trying to integrate with the "Break" archetype, while the last two are simply missing. The problem is that you cannot simply mix those rules up as they exist mostly indepentant from each other.