The reason for the statistics is simple, but many others already said it.
With only 10-12 cards in each element, and no reliable way to combine more than 1-2 elements without either losing deck stability or going rainbow, the choices in deck construction are extremely limited. Obviously, the only one that can access to the best 1-2 cards of each element is the rainbow deck. Mono/duo decks are not played because there aren't enough choices to make them good (some elements where all the cards are good might, but most don't), and the cards have no synergy within the color. Even worse, a lot of cards have off-color abilities, forcing you into a specific dual combination to use them.
Think about it, with 12 elements, there are 12 mono-color and 66 dual color combinations. Mono-color ones basically have access to about 5-6 cards each (cards needing another color for ability, and cards having an ability not useful for the color do not count), and duals have about twice of that. Although you can make a deck out of only three different cards and pillars by including 3x6 copies, if you want a deck that is versatile, and can stand up against most opponents (which is a MUST because opponents are random), you need to have a wider range of different cards for that. Giving every kind of ability to every color is not good, but each color should have various cards with different effects that can handle situations. For example, not every color needs permanent control, as long as they have other strengths, like better creatures.
Where ALL of the game breaks is the point of facing false gods.
They have so ridiculous advantages, that the only way to face them is being able to provide that same advantage for yourself through overpowered cards.
Being able to defeat opponents who draw twice as many cards, have three times as much starting quantum production, and twice as much maximum life, while also having a strong, and upgraded deck, and the advantage of being able to play dual colors better (3x mark means no need for pillars of that element) is the only way to gain money at a reasonable speed.
I think the following steps must be taken :
1.Nerf false gods.
-They shouldn't be able to draw two cards each turn (currently ONLY time has card drawing ability, and without that, you don't stand a chance, so you must include time...for hourglasses). Limit them to one card per turn.
-They shouldn't have three marks. Two is already a serious advantage, three is going way overboard.
-The starting life of 200 makes decks based on doing damage have a huge disadvantage. Unless you want to limit fighting false gods to control decks, it needs to go down, 120-150 would be a lot more fair. Note that control is not really fit for the theme of all elements, anyway, so making them defeatable by control only is not a good idea.
-Keeping their advantage of having all upgraded cards is fair, as the player can get upgraded cards as well.
-They should be given a specific, unique advantage, fitting for that god. For example, the time one could get the extra card draw, the fire one could do additional damage by spells, the life one could have an additional mark, the entropy one could start with a random creature, the aether one could be untargetable (the god not his creatures), the light one could get +1/+1 for all his creatures, the death one could give -1/-1 to all opponent creatures, etc...that way the fight is a lot more interesting, and they won't become too easy.
2.Add more cards and dual/trio/quad pillars. Adding every color combination as duals is not necessary, but deciding on the main groups (there is a thread about that somewhere), and avoiding new cards that use two colors not from the same group is.
3.Don't nerf any cards, except for maybe hourglasses yet. Only nerf hourglasses after you remove the extra draw from false gods. That ability makes them unbeatable without an equal card advantage of your own. (No, 20% win percentage is not beating them. Fully upgraded, good decks should have at least a 60% win ratio when played by a good player)
As someone else already said, nerfing the ONLY playable deck of the game is a very bad idea. Nerfing hourglasses will make getting to the point where you can farm false gods a lot harder because rainbow's tightest point is the time quanta. Nerfing quantum pillars would make people quit and would ruin the game. They are already inferior to other pillars, even with 5 of them, you often don't get the necessary quantum to play the cards of key importance for like 3-4 turns simply because they are random, and when that happens, you lose the game. Nerfing them would just make it happen even more often.
It's bad enough when you need to be lucky enough to face a god you can beat+draw a reasonable amount of pillars+draw a hourglass(without that, you have no chance)+draw an otyugh in time(otherwise you can't stop the creature spam)+draw a quintessece (otherwise your otyugh gets frozen/killed/lobotomized/mutated/etc)+get the right quanta for all that, further nerfing would make most people quit. I was about to quit even under the current conditions, don't make things even worse for people.