General Fire: Even with 4 miracles, it seems fairly good, although if we had the cards available, I'd make a few changes. (the way we had it before we realized we'd overbudgeted miracles) The only question I have is whether the lone SoD is better than a 3rd sanctuary (or vice versa). I'm happy going with the split here for now unless someone has a reason not to.
Lieutenant Gravity: Seems good to me. I'm not sure how fast this deck is (probably a lot faster than I think it is) but most of the typical gravity decks I think will probably struggle against this. I was on gravity in war 8, and while admittedly we had a godawful starting vault, I think this would have been difficult to beat.
Tinker Earth: My baby...
As long as earth doesn't bring pulverizer, I'm feeling good about this one. If they do... well, I still have nightmares about that card from war 4 team time.
Sideboard Darkness: I love the idea here of doing the sideboard thing with this. Lots of possibilities for editing. It's going to take a lot of skill-based decisions to figure out what to use after seeing what deck they bring after the first game. (unless it's something really obvious, like they're a creatureless deck or whatever) Only 12 quanta has me really nervous, though, even after round 2 and later where we can drop to 30 cards, but I am not sure what to cut for more quanta. Also, we CANNOT remove three light cards when sideboarding, because that would leave only 14/30 remaining and thus be illegal, so be careful. However, other than perhaps mirror shield, I don't expect that will even be something we want to do, anyway. Also, there was some weird discussion about how upgrades work when using sideboard. I won't claim to understand it, but I will say that whoever ends up with this deck should read those rules very carefully :p
Salvage Life: Definitely upped arsenic; not sure why we didn't have that before.