Deck Helper comment: This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vj 4vj 52n 52n 52q 58v 5c2 5c6 5c6 5f6 5f6 5f8 5f8 5if 5li 5oj 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 5up 5up 5ur 61t 61t 621 621 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u6 74b 74b 7km 7km 7km 7km 7km 7n3 8ps
*Note* This deck was based off of Scaredgirl's "(almost)Non-Upgraded False God Rainbow" deck
I've turned it into a T50 farming deck. Feels like it wins about 70% of the time, but I don't normally keep track manually. If you want to try the deck, use the trainer before you waste your coins! This deck has a very low win rate against False Gods (20-30% if you're lucky), but I can usually get mastery with T50. If you're lucky enough to pull all 5 shards, you have the potential to gain 100 Electrum with each match.
Miracle is not necessary! Typically I save the sundials for the end of the match, when I get close to winning I pull as many cards from the deck as I can, to get shards and Miracle out, then I'll hit Miracle and heal right before winning.
I started this deck un-upgraded; Otyugh's, and Fallen Druid were the first to be upped. The Quintessence aren't 100% necessary, but they do help you keep creatures on the board. Sometimes I switch a few cards out and take a Lava Golem, Bone Wall, or Blessing. If you don't have the shards.. I'd suggest adding 1 Graveyard, 1 Empathic Bond, & 1 Lava Golem. Personally...I wouldn't play this deck without shards, the matches get a little long, and without the extra payout, it wouldn't really be worth it.
This deck plays slow, but it wins consistently. I have yet to do extensive LVL 5 testing, but perhaps that will be the next step, eh?
Cheers