Fire played well destroys rainbow. Rainbow tends to have one or two creatures at high health, which fire is designed to deal with, along with a few weaker creatures, and an attempt at generating hordes of weaker creatures (rain of fire). It has no defence against spells, and the great length of time it takes to play means you can save up Crimson Dragons and spam them like direct damage spells. His otyughs get +1/+1 per turn. You kill him in his face. IN HIS FACE.
Fire Buckler alone severely limits the decks. I don't think PVP is unbalanced, and I greatly enjoy PVP.
Poison also gives Rainbow problems, for the same reasons scorpio does, because most of its damage completely ignores all the little shields put up. Purify is a counter, sure, miracle is a counter, sure, but they're two cards in a deck generally between 50 and 60, or else a vast disadvantage in a smaller rainbow deck. Haste is a small modifier to these odds, IF the player has included them. I believe a player-created poison deck would be more problematic for rainbow than scorpio, as preventable damage such as arsenic and puffer fish would be dispensed with to focus on direct poison damage from chrysaora (unupgraded to prevent fire wall/procrastination/ice shield retribution) and deadly poison. Arctic Squid would be nice, but congeal does the job.
I'm greatly impressed by how balanced the game is, with almost every kind of deck having an edge against some elements, and weakness to others. Rainbow is an exciting kind of deck to play, because the combinations appear limitless and sundial is powerful. But there are always decks that are designed for a more specific purpose, that will be equally powerful against the decks that they target, such as aether with its philosophy of inevitable damage, or dark/time denial decks, etc. etc.
Sorry for the essay, but balance is one of the things that most struck me about this game, and I just don't think that Rainbow is overpowered in PvP because it can stall, any more than Gravity is overpowered because it can break shields, or Light is overpowered because it can heal up to 218 health in a turn.