First off:
Big thank you to ScaredGirl for the god-farming rainbow deck. It still doesn't win all the time though due to bad luck draws, but so far, now that it's more or less fully upgraded, there's no unwinnable match.
Now, since I'm on an old computer, I have some suggestions:
1) Token generation: IMO, tokens should stack. Right now, the game *really* slows down when both sides have a ton of critters, and usually, most of them are quite identical (EG 4 FFQs and 20 fireflies, or incarnate with 5 graveyards and has a whole screen of skellies). I think it'd be much more computationally friendly if instead of having 20 skeletons, you have 1 skeleton with a 20 in the upper right to denote "here are 20 skellies". And if you decide to use mutate/improve/lightning bolt/otyugh eat on one of them, then just decrease the counter by 1 and produce a new morph.
2) Mulligans. Ever gotten a slow start vs. Hermes, Graviton, or Rainbow? IT'S NOT PRETTY!
3) Why is it that every single critter has haste? That is, it attacks the same turn it came into play?
4) Do not cap hand size at 8. Simply enforce "discard to 7 at end of every turn".
5) Why are deck sizes capped off at 60? The biggest issue about god farming is that the sixty cap simply makes it obscenely difficult to get everything you want in there (EG 2 firestorms/purify/miracle vs. scorpio, protect artifact vs. Hermes/Rainbow/Graviton/Seism, Steals vs. Chaos Lord/Fire Queen/Gemini, multiple Otyughs/Firefly queens/Fallen Druid vs. Hermes since a few firestorms can completely hose you). If deck size wasn't capped off at sixty, things would be a lot more manageable.
6) Multiple decks. Would be really really nice. EG one for farming gods (rainbow) and one for farming top-50 aka anti-rainbow.
Edit: Oh, BTW, Otyugh means "Iron" in Russian, as in, the iron you iron your clothes with.