I won't do a full guide for every god because many have the exact same strategy, which is standard for voodoo decks.
Play a voodoo, gravity pull and basilisk blood it, TU for the win.
"Normal" gods with just damage (easy, strategy-wise)
Divine Glory
Dream Catcher
Elidnis
Eternal Phoenix
Ferox
Fire Queen
Hermes
Incarnate
Miracle
Morte (poison does make it harder to win, but the strategy doesn't really change)
Neptune
Osiris (not enough momentum for it to be significant)
Paradox
Rainbow
Scorpio (same as Morte)
Seism (as with any deck, play one pillar at a time)
Some of these, such as Ferox, Miracle, Hermes, etc. have very fast damage output and can easily kill your voodoos. Not much you can do, other than TU'ing a doll right before it dies in hopes of drawing more TU's to win quickly.
Unique gods (different enough to require their own explanations)
Momentum:
Gemini
Graviton
Obliterator
If they don't get a lot of momentums out, play as normal and hope for the best. If you can spare BB's, use them on creatures with momentum.
If they get a lot of momentumed creatures, switch to a different tactic. TU whatever has momentum and the highest attack, then use BB's purely for CC. Toss down one voodoo with gravity pull and a single BB to delay their weapon and soak damage from anything without momentum, as well as return the damage against your opponent. Games can be won this way, but the chance is pretty low.
Mutation:
Chaos Lord
Destiny
For Chaos Lord, precognition is really your friend. Wait for him to use mutations on his own creatures before playing your voodoo. If he plays a druid, BB it. You need a lot more luck than is usually required for this deck, and if you see that his hand is full of druids/mutations, it's probably better to save time and quit.
Destiny has a lot less mutation and less quanta to use it. Speed is your best bet, so play as normal, but stop a druid with BB if you need to.
Dark Matter:
Much harder with the tower version than pendulum version. Don't play any supernovas until you have the entire combo in your hand; a doll, a gravity force, and a few basilisk bloods. Before then, just play as many pendulums as possible. If you use towers, you probably won't have enough entropy quanta. Once you have everything, cast a single supernova, cast more later when you need quanta. Your start will be slow, and if he gets a lot of chargers or nymphs early, quit.
Decay:
Quite the opposite of Dark Matter, play as many supernovas as you can as fast as possible. The exception is when you have a lot of everything except earth quanta. Then, save a supernova for when you draw more basilisk bloods so prevent him from draining it all earlier. Damage really depends on eclipse, and the longer the game drags on before he plays one, the more likely he'll drain everything, including aether for TU's. Luck here.
Octane:
Lots of Eagle's Eyes and animates = win. Lots of gases = lose. There isn't anything you can do; just hope that RNG is on your side.