You are asking alot from a free game with 1 developer
Well, I don't say it has to be done right now, I don't even ask for it, I just suggest if he is going to balance the game further, these steps are in my opinion better than nerfing good cards.
In fact I am a beginning indie open source game developer myself, so I understand how much work it is to make such an awesome game. If I were to make such a game though, I would start with PvP (making a good AI is hard, and takes a lot of time to do and, as we all know, poor AI causes problems with balancing ;P ). Then, when the game works well with PvP I would make AI with 3 levels of difficulty
-easy - behaves randomly
-medium - a single step mini-max
-hard - a multiple step mini-max
And I know it would be extremely hard to do, and would probably take many months/years to do correctly, but it is the only way to make a challenging AI... ok, maybe some evolving artificial neural networks, or similar AI techniques could also be used, but it needs to work fast enough to be playable in a browser game ;P
If you don't know, mini-max is an algorithm in AI decision-making that tries to make a decision that maximizes it's advantage while minimizing the advantage opponent has (most famous for being used in chess), and a decision is not a simple 'whether to play that card, or what target to chose?', it's more like 'calculate all the possible moves I can do this turn (including order of cards being played, targeting, random events), then evaluate each one and choose the best'... as you can guess hard to do, especially the evaluating part.
And yes, I know it seems very slow to calculate and if done incorrectly each AI move would take half a minute or more to make a decision, but that's another hard thing to do, optimization... in chess games you can see computer playing really well even without much time spent thinking, that's because it is highly optimized. The same could be done in a card game, though I guess much more complex (random events, but also in chess you know the whole situation on the board, in card games you don't know eg. your opponents hand, but a good AI should be able to guess a little bit based on your mark and cards you played so far, eg. if you have a
deck, AI should expect a deflag and play accordingly.)
Now you see, why I would start with coding PvP, and leave AI for later
I guess making it work at all would take a few months, and reaching a level when it plays as good as an average player and is optimized enough would probably take a few years
Nerfing the FG to have no advantages what so ever will means this game has no elements of challenge.
To be honest, pvp is fun because it takes people's mind to think and adapt.
False god with 0 advantage is just playing pvp against the same strategy all the time, what fun is that?
I don't say they should have no advantage, generally in most games 'final bosses' have some unfair advantages and sometimes can even break the rules of the game... but imagine how powerful would FG be if AI was improved to a level resembling a player intelligence. If they could play with enough skill, would not make stupid mistakes and would make it hard to abuse their weaknesses... then add 200 hp, double draw and 3xmark to make bad starts almost impossible... my conclusion is, that they should be either stupid with a high advantage, or intelligent with a smaller advantage (preferably the latter), not both, because that would not be a challenge, that would be suicide... unless you always know what FG you are about to fight, then you would need a counter deck against each FG, and it would make some sense, but no deck would be able to beat all FG if they were more intelligent.