Heheh... interesting deck... I'm running one that's kinda similar, so I haven't adopted it (since mine is working fairly well, and will probably get closer to yours organically anyway). The stats though are really REALLY useful... This deck and mine are similar enough that the stats give me a good idea when to just throw in the towel, and when to press on
For those as are interested, the main difference between my deck and Scarygirl's is that I have a LOT more creatures, haven't bothered with steal (but do have som PUs), and I've duped a few of the control cards. And I've some more pillars, which is always useful...
Adding more Pillars isn't always useful Deck building is all math, and at some point you will have too many Pillars. Sure it's fun to get a lot of them early on but what happens when you draw all Pillars in mid-game when you really need a Phase Shield? That's right, you die. Also more pillars means bigger deck which makes it too luck dependent.
With my deck I've been getting the best results with 18 Pillars. And also dropping those Novas seemed to help a lot. My main reason for adding them was that I like the sound it makes
I don't know your deck but I really suggest you reconsider Steal. It's one of the key cards in defeating most False Gods. Many of them have weapons and shields that can be used against them both offensively and defensively. For example if you steal Gravions shield, his goons do zero damage to you (unless they have momentum).
Hmm... Definitely agree there, but the difference is only about 4 pillars, and seeing as I'm running 60 cards, proportionally that's something like a 1-pillar difference. The way my deck works mostly relies on having my own shields, rather than stealing those of my enemy - so steal is less necessary, since I almost always have either a bone shield or a dimension shield available... it's just getting the mana to cast them that causes problems, hence the extra pillars.
That said, my deck is nothing like as successful as yours is, I think. I've yet to win once against Scorpio, Seism, or Rainbow, for instance. I'm hoping that once I'm a little more upgraded, I'll be able to tune it to deal with them a bit better (probably by using towers rather than pillars, mostly). It is one of those decks, though, that IF it wins against a false God, it'll either have a mastery, or be one or two HP off (if I miss my miracles or had to use them earlier in the battle, then I'm reliant on empathic/feral bond to help out, and that means I'm also reliant on not having the god down on 1 hp, since once they hit 0 EB stops working). The result is that I'm now able to completely ignore any battles except Gods since I'm constantly profiting from them
.