Don't worry about it too much -- many people have posted their own CCYB variants that are similar to this deck (also a CCYB variant that has changed a decent amount) in that thread.
I'll just copypasta my response from the other thread here then
I just realized i hadn't posted my version yet...which is based on a couple of ideas from earlier that I feel have combined nicely to be an almost (!?!) original flavor of CCYB;
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 7ai 7dq 7dq 7gp 7gp 7k2 7ng 7q5 7t9 80h 80h 80j
Main differences:
One Pulvy / One Steal: ok, I admit this happened because I only had the one Pulvy. However, as I always have extra darkness, this has proven to be a great choice. It's useful against everyone...there's always SOMETHING to steal. Additionally, as I'm not running any PAs (see below), I can steal back my Pulvy or shield as needed.
Miracle and Heal: Both here and both late game...often together. My preference has been to use them for EM more often than not, but they are usable for standard survival of course.
No Firefly Queen / No Fractal: it just didn't happen enough that I spammed golems. Instead, I found myself quinting and pumping. So, I nuked my spam option and increased my draw rate...my win rate went up.
One Air Nymph: This is an obvious one. Without the FQ my Air quanta needed a place to go. As Gas gets around shields and the six damage she does is good too, this is a great card.
Three Creatures / Two Quints: Ok, this is an odd one, but I found I almost never used Air Nymph AND two golems...it's either majorly pumped golems or a lot of gas and one golem for good measure. This has allowed be to keep card count tight.
One Mindgate / One Electrum Hourglass: Of the two, I may still drop the hourglass. At only 34 cards, I really don't need it, and suspect I have decked myself more than once because I had it. The Mindgate, however, is insanely useful for a couple of reasons, one, as a Rainbow deck I can play anything I draw which makes most gates useful...if only for the intelligence value...and two, most folks (and FGs) don't defend as well against their own decks.
Things I might change: Swap the Hourglass for a Jade Shield and swap the Steal for a second Pulvy (if i ever get one)...though more and more I like having that steal in there, so it might stay.
I await your judgments.
Tunt!
Interesting.
Some thoughts:
A second Pulvy is a must, since it helps in the Pulvy race against Obliterator by increasing the chances that you draw one before he does, and also against FGs that use Bonds and Bone Walls, since it's rather difficult for the Destroyers alone to get past them. My current variation is experimenting with Steal, and it's a nice utility card and utilizes unused
quanta.
If you're using Miracle and Heal for EM purposes, then you most likely won't need Miracle, as your Shards have enough HP regen to keep you within range of an EM via Heal. I'm still sort of skeptical about using Miracle for early game survival, as I'm still not really convinced that you can get the 12
quickly enough.
You need the Hourglasses -- at least 2 for a deck of 35 or fewer cards, in fact. They're important for the early draw power and permanent control bait that they provide (the AI will Explode/Steal your Hourglasses before Pulvy, Permafrost, and Shards).
To avoid decking out, stop drawing once you're set up and have a shield and a few Shards in play, and a damage source. If you're going up against Bone Wall FGs like Morte and Incarnate, you might have a little more trouble -- I've decked out against them before -- but you should be fine since you have an Air Nymph to generate Gases and bypass shields. You can use Air Nymph to bypass the FG's Miracles by waiting until you have enough Gases to win before they Miracle, and then Igniting them all for a large burst of damage.
I would like to experiment with Air Nymph, but unfortunately I haven't spun one from the Oracle yet.