Id hardly say this makes grinding FG easier than other decks.
It has a lot of weaknesses.
1.) a bottom draw of a catapult is loss, inherent 5% loss against the FGs it could win against
2.) if you don't win the spin, you're hand can easily jam and waste sundials, inherent 25% loss against the Fgs it could win against
3.) Weak against FGs with pests, blackhole, explosion, steal, SoFo, so only a couple of FGs it works well against.
Fast yes, but a whole lot of skips, and likely only has a 30% overall WR, in which in the days of SoPa and SoSa any child can make in their sleep.
I can see by your first reason that you have not
read the thread and considered every card in the deck. Please read the thread first, and perhaps even
try the deck (Woah, so unheard of!), before pointing out perceived weaknesses in the future
1) The reason there is a reverse time is to make sure a bottom decked catapult does not mean autoloss.
2) Not winning the spin does not mean an inherent 25% loss. I don't see where you pulled this number from. It certainly is harder to win if you go second and have no towers, but it is not an autoloss. If you notice, the deck in OP doesn't have any 0 cost cards except for towers, which means it takes advantage of the automulligan, making a horrible start extremely difficult. Chapuz's version does not take advantage of auto-mulligan, but again, a losing draw without towers does not mean autoloss at all.
3) The reason this deck is effective is BECAUSE it's fast. It's meant to outspeed PC and QC. Obviously, it won't do this against QC and PC heavy gods, such as Dark Matter. In addition, it's highly unlikely that the trebuchets themselves are targeted by PC because of the high priority that hourglasses and sundials have. Thus, the winrate against those gods is much higher than you think.