In your original post, you talked about how there is a counter to every deck. Well, that's true, and even more, it is a demonstration of a basic principle. For everything, there is some counter - not just a counter to each specific deck, but a counter to each strategy, to every advantage.
The Fake Gods have a specific set of advantages: two cards drawn per turn, triple marks and 200 HP. Decks built to fight the Fake Gods must counter those advantages.
There's nothing unbeatable about time-heavy rainbow decks. They just happen to be the most effective counter to the advantages that Fake Gods have. You've asked for a counter to every type of deck, and you've got it.
If you want to see more diversity in decks built to fight the Fake Gods, you don't need to nerf the counter to the Fake Gods that we have; you need to give the players something different to counter. If you nerfed the time cards that the god-grinders rely on, everyone would simply switch to the next-most effective counter to the Fake Gods, with a lower win rate that would make grinding even more frustrating. If you introduced a more effective counter to the Fake Gods, the decks would swing towards that instead, and you still wouldn't have more deck diversity.
There has been talk of rotating the gods, so that each week a different set would be available. That would start people producing new decks for each different set of gods. If the game went even further to start giving the Fake Gods a different set of advantages (say, 4 card draw, 5xmark, but only 100HP) we'd see different decks being made the overcome the new sets of advantages (say, speed mono-decks, to kill the god before the huge rate of card play overwhelms the player).
(Besides, there are a few variations on the time-heavy rainbow deck. Don't a few people play an Entropy-heavy version?)