The Problem
Personally, I think that the sundial nerf since version 1.17 has had a huge impact on FG rainbow decks. Most rainbow FG farming decks rely on heavy creature control and permanent usage. However, the main weakness with these decks (and generally with most large rainbow decks) is its slow and unreliable setup. In early stages of games against false gods, rainbow decks are often still trying to either draw key cards or get enough quanta while the false god has already summoned multiple creatures and then proceeds to quickly pound you into the ground.
Scaredgirl has said herself that the sundial was:†The most crucial card", and rightfully so. Before its nerf, sundials were the perfect fix to the rainbow's weakness, allowing you cheap, absolute defense (no creatures attack for 2 turns at the cost of 1 or 0 quantum) and lets you draw 2 cards, thus giving rainbow decks fast, early defense and accelerated card draw leading to faster setup. Now, the nerf has not only cut its defense value in half (1 turn instead of 2) but also, sundials now give you no net gain in cards (since you only draw 1 card, you only gain back the card slot taken by the sundial card).
Now that the sundial has become a mere shadow of its former glory, we need to move on and find another solution. But it won’t be easy, since most FG rainbow decks I’ve seen before version 1.17 had sundials. Although I won’t get into the issue as to whether rainbow decks should still contain sundials, I know that it is in our interest to find a solution to the rainbow deck’s once again, exposed weakness of slow and unstable card setup.
Please reply with any comments to my rough analysis or potential solutions to this problem.