I apologise for some questionable yoda grammar at the start of some of these, I figured it'd be easier to read if I began each paragraph with the god's name.
Akebono is the 5th most profitable god to win against, granted at 6th in the list this isn't a long way from where it should be but considering Osiris and Octane are worth skipping I feel Akebono should be higher. If you wait for an overdriven creature to come out, ideally with momentum and TU it as often as you can you can reach some very fast, very reliable wins. Obviously Doll/GForce should be played to soak up as much damage as possible, then BBs should be saved as often as possible to deal with creatures that are momentum'd and overdriven after you've TU'd them. Once you have one big hitter on your side you can afford to delay all of the big hitters on Akebono's side and repeatedly TU your own. It's a rare occasion I find myself playing the normal strategy of the deck against Akebono now. This is indeed exactly how you win games against Akebono, and while it's simple once you figure it out, it does require you to get the right cards even earlier, making it more draw dependent than a normal VDB win (which already is quite draw dependent). This also might be the one god where my personal mod of -1 bravery, +1 is actively hurting the winrate, considering the dolls themselves aren't what you are going for here, while a 6th bravery might help you get those early TUs/BBs.
Chaos Lord's positioning I'd agree with, difficult win with not a lot of profit to be made from cards. Most people I've spoken to tend to have more issues than me, I don't skip this one although I wouldn't be overly surprised to see that it would be profitable if I did. For the most part provided it hasn't been buffed by Chaos Power or momentum a RoL will be targeted for mutation before a GForce doll will, I think there's a certain degree of randomness to this though. Saving BBs for use on druids is also a big help to improve winrate, but this is still a pretty nasty god. While Chaos Lord is certainly possible (in fact, I have won at least 1 game against each god), and certainly more winnable than dark matter/destiny/seism, according to my data, it's deck composition really hurts the card spin rate, which means the income per won game is lower than for most gods.
Dark Matter as a skip I agree with, this one will never be profitable, momentum and BH is far too difficult.
Decay is a lot more likely to win against with the SN version I'd assume, the winrate and profit from extra cards isn't terrible for me but the length of each game is, with 2/60 eclipses in deck.Yes, the supernovae really help here, assuming you can secure the 2 entropy needed to play them, they make it a lot harder for decay to lock your quanta, meaning you have more time to wait for eclipse to show up.
Destiny has too many counters to realistically win against often, I'd agree that's a skip.
Divine Glory is obviously the god of choice, biggest profit from card spins, the only possible issues are a hand clogged with too many of either MGs or animates but not both, and obviously Miracle has to be watched out for.
Dream Catcher's games I find to be pretty slow, combined with the occasional early BH coming out and the horrible spin rate I was surprised to see this so far above gods like EP, Ferox and Hermes.While the games can be a chore, his really slow setup means you are much more likely to recover after a bad start, while Ferox, EP and Hermes all can rush quite will, meaning you will be dead before that recovery
Elidnis has pretty slow games and a nasty spin chance but pretty straightforward and reliable games, I was surprised to see this on the skip list.Elidnis, as well as EP are techically on the skip list, but they are also closest to the non-skip part, so close infact that the UEI when including both Elidnis and EP into the play part drops the UEI from the theoretical optimum 12377 to 12343. This is exactly the reason I implemented the 2% from optimum threshold check, while they are technically on the harsh version of the skiplist, they are so awefully close to the optimum when included that I would leave them out for all purposes (and same goes for morte, hermes and octane).
Eternal Phoenix on the skip list seems wrong to me, very fast games, very nice spin chance, no weapon so you can afford to throw every BB out on a doll. I appreciate the damage can burst too fast for a mediocre draw to cope with dragons and fractal sometimes but I'd never consider this a skip, this is the one that motivated me to write this post.See Elidnis
Ferox I feel very similarly to EP about except without the awesome spin chance.While I was expecting Ferox to be on the lower part of the list, I wasn't expecting him to end up this low in the play priority, even below Osiris and Lionheart. On second thought though, I can see why: Because of a large deck, your spin chances are low, and while he doesn't have any cards that can disrupt the combo, he has the fastest rush of all the gods (might also be part of the reason for EPs lower-than-expected rating). This means you need a near perfect starting hand to stop him before he gets going, ESPECIALLY because the Leaf dragon/RoL portion of his deck means he can provide lots of quanta fast, meaning the braveries are accelerating his rush even more, instead of what they do for most gods: fill up their hands until they can finally manage to collect enough quanta. Because of this, he might not seem very 'hard', but it really hurts the overal winrate (I went 5-19). Sidenote: I think Ferox gave me my first ever 3 TTL, and although I haven't been able to duplicate it as a theoretical exercise, it went as I said: the he had a perfect quanta flow (rustler + AdrenaRoL, and a few towers), and my braveries provided him with a bunch of hard hitters, meaning he had 8 creatures out on his second turn, including 2 dragons.
Fire Queen I'd agree with the placement of, very standard games with a decent WR and spin chance.
Gemini is another one to save BBs for the creatures, delaying the momentum'd spiders/massive dragons until the immortals come out improved my personal winrate drastically, having said all that I'd agree that it should be a little over the skip boundary.
Graviton is a surprise to me, having the deck of each god next to me as I write this and finding out there's only 3/6 unstoppables in the deck means I must have just had nasty luck here, again I'd probably agree with the placement though.Graviton is higher than I expected, but this one (and gemini), require a lot of experience, you need to decide early if you are going with the normal strategy (dolls+BBs+GPull+TUs) or if you are going with the akebono alternate strategy, and then stick to that decision, and hope you picked correctly (mostly based on the amount of 'early' momentums in play: 10 or 1 means you can usually get away with the normal strategy, while more means you have to switch. I usually find Graviton harder to play against than Gemini (because you there is no point in TUing the fireeaters when they are still low on attack, meaning you want him to grow the fireeaters a few times before you TU+BB them, which does mean they are going to get more damage in before that).
Hecate isn't the easiest win but again I'm surprised to see it on the skip list, there's a decent spin chance and a win rate I'd consider to be fairly good. It's a very situational tactic but if you haven't drawn a doll and you can afford to empty your hand slightly by throwing BB on opposing dolls you can bait a nightmare, I'm not entirely sure at what point the AI decides nightmare is worth playing though.The rating on this one is likely hurt by the rush potential, which means you require an above average draw, and on top of that, she can and will still hurt you after you have your doll combo in place (through rage pot and liquid shadow on her dolls), meaning you need a larger spare HP buffer than you need for Ferox or Elidnis, which means that, while the rush is (generally) slower than Ferox, you need the doll at about the same time, to keep some spare hp's.
Hermes has a small amount of burst but the damage is predictable growth for the most part. The only issue I could see would be getting outrushed early, but the speed of these games is something that more than makes up for other negative factors for me. This is one of 2 gods I've managed a 4 turn win against, the other being Miracle. Once more, surprised to see on the skip list, especially next to Octane.Yes, Hermes is another one where the rush/burst hurts the winrate. That said, it is only on the theoretical skiplist, like EP and Elidnis, with a UEI of 12260 for DG-Hermes, it's still within 2% of the theoretical optimum based on those numbers.
Incarnate I'd consider to be a relatively easy win, I'm just surprised it's so high up the list.Incarnate also has a special trick to it (you can occasionally pull the same trick against Morte): the more dolls you get out, the more infection they will load up, especially after Incarnate has played Eclipse, giving the dolls an attack value, increasing their priority for infect. Because of this alternate damage method, you are less reliant on drawing your GPs, because you can load up damage through alternate methods, and considering you have only 2 in the deck, that means you can win games here were that you would have lost against other gods for because of late/no draw of GP. Out of my 28 wins (9 losses), 2 were without ever playing GPull, just by getting enough poison loaded on the dolls to kill him. My personal record is 16 poison on Incarnate himself, which means at least 32 damage per turn, and more once you factor on TU's (which multiply the damage done to a doll, AND multiply the effect of the infection count on that doll, though they won't reapply the poison status). That said, this tactic might be better suitable for my Supernova version with 3 dolls, more and earlier dolls means you can load up more poison.
Jezebel I'd agree with, nice spin chance, easy wins for the most part unless gravy nymph comes out, although your towers getting stolen usually helps prevent that.Yes, gravy nymph and air nymph are the biggest risks here, but having your pendulums stolen helps to detract him from that. This might be another one where the nova/tower version has an advantage: aether nymphs have a substantially higher attack value compared to entropy nymphs, I occasionally end up worried by too little damage output, though I don't I have ever really lost by deckout.