Maybe you wanna switch him over to deathpendulums with a time mark or timependulums with a deathmark.
It looks like timequanta will be fine either way for that handful of rewinds and eternity-apps
whereas the current build will be notoriously slow out the gate in terms of getting enough
death-quanta to get going on the buckler, the soulcatchers and plagues ...
Well, so you understand the entierty of the multiple time towers, the rewinded mummies (elite pharoh's) chew GOBS of time quanta... it can/will stall on time quanta from this alone... I really am more worried about time quanta than death quanta...
did you try running the deck on the trainer?
Oops, I must admit that I forgot about the scarabs and didn't test a single bit.
Here is my thinking:
First, you don't pay for the Pharaoes but for the mummies. By the time you actually have your
first Pharaoe even pendulums would give you enough quanta to spawn some scarabs (rough guess).
Second, and this was really my point, you desperately need death quanta to get going!
Now consider that your common FG-deck is quinted down to the nutsack and even if not
doesn't give you much more than a couple critters to harm nowadays.
Where are all the deathquanta supposed to come from when the soulcatchers simply fail
because of that? 2 death for a shield, 2 death for a plague, 4 death for a mummy, 5 death
for a graveyard ... all that badly needed to even get to the pharaoe stage and powered only
by a mark and perhaps a retrovirus when you only had one catcher out?
Every turn you need longer to even get going slows your (eventual) exponential growth.
Necrophilia needs a jumpstart that is not so heavily dependent on what the player does.
If not pendulums, pehaps simply switching the catchers for death-towers would repair
that problem ... not that cool in terms of theme I get it but ... well.
PS: What is the order of play as of now? I am asking because I picture a typical match
against a CCYB deck to be something like:
turn1: waiting for death quanta, plays catcher
turn2: plays retrovirus (shield in hand)
turn3: plays mummy, wasted virus on nothing
turn4: plays another retrovirus + catcher
turn5: plays shield, wastes virus gets +4 death quanta
turn6: plays graveyard + mummy + eternity
turn7: rewind mummy
turn8: generate scarab, rewind mummy2, plays graveyard
turn9: generate scarab x2
turn10: ... no targets
turn11: ... no targets
turn12: Dies by the hand of destroyer who survived a, say, 17% death chance after turn5
If shields were a priority in play this might look a little different but I think the AI will always prefer
to field whatever creature it has in hand ...