Some use Sanctuary, that's a viable strategy. However, you'd need to use Supernova to get to play Sanctuary in the first place which I think is more the root of the issue: How do you stop the Devourers from stealing the quanta needed to play that first Supernova?
Well. With Quantum Tower Speedbows it's usually pretty common for a Devourer to steal something other than
, and even if it does, the Devourer deck likely isn't going to be that fast to recover when you gather the needed quanta and go on a berserk offensive. Know your opponent, obtain the key to victory.
PSNbows are a little more difficult. They sometimes manage to get quanta locked early if 2 Devourers are played by the opponent. But that's not as common as you'd believe: You'd usually need at least 2 Devs out on turn 1 to ensure this lockdown (otherwise the Devourer might miss the
quanta and drain the quanta from the mark) and even then if the PSNbow pulls out 2
Pends on the first turn it's practically impossible to stop Supernova from being played unless there isn't one present in the opponent's hand at that time. Sometimes if I'm lacking that quanta early I'll hold off on playing
Pends so that I can play 2 at once and activate Supernova. It makes things riskier, but it at least gives you a backup plan against complete lockdown.
As for Speedbows running
completely off the mark...that's usually a huge problem. However, most of them have cards that run off of a different form of quanta which means the consequences of not playing a Supernova early aren't
as severe.
Only other option for almost any of these decks is to come prepared with more Towers/Pendulums; playing 2 of a Pend/Tower on the first turn usually means you can bypass lockdown.
If you manage to set off a Supernova you generally won't have any problems; even in a Devtal it takes forever to completely drain the 24 quanta you just created. Remember, because these decks are built to be fast, there's a small window of opportunity for a Devourer to complete a lockdown against them. If that lockdown can't be attained within the first 2 turns then it usually means that it won't happen.