Ok, here it is. After Instosis I did the same study for PoisonDial: 60,60% after 500 (loooooong) games.
IMPORTANT TIP: if you're worried about deckout, here's a trick: after you pass the turn (so with the damage calculated) take the enemy HP left and divide it by the number of cards you still have to draw. The result is how much damage for turn you need to do to kill it before deckout. If it's lower than the poison counter, you're pretty much safe. If it's 1-2 points higher, you should still be ok (drawing a deadly poison gives you a +3). If it's a lot higher, I suggest not to draw from sundials (but it depends on the opponent). Just remember to do the calculation midgame when you pull out at least 9 poison otherwise it's pretty useless. Obviously it can't apply for FG with healing, but you're pretty much screwed against them so whatever.
VERY EASY (>80%)
Destiny -> First three FGs aren't a problem. You can only lose with an almost impossible bad hand.
Lionheart -> ''
Neptune -> ''
Gemini -> only look out for its
. Don't let your guard down in the middle game, always play a SoSac or a Sundial even if you're full health otwerise a massive Twin Universe can bring you down below 40 HP.
Serket -> In middle game don't chain SoSac, instead alternate SoSac and Sundials when at full health (since if you run out of SoSac you can't chain more than 1 Sundials otherwise its high poison damage could kick you below 40 HP).
Graviton -> Use the Sundials soon since later they can be targeted by Explosions. Keep one of the two Arsenic for when you clogged its hand by chaining SoSac so that it already waste Explosions on Towers.
Osiris -> If there is SoFo and a catapult play SoSac (if it has enough
). It's gonna destroy a tower/arsenic and catapult it anyway.
Akebono -> Similar to Osiris.
Paradox -> Many RoL: draw only a little from Sundials so that you can outrun 1 miracle. Only 1 RoL: try to speed up with Sundials and then chain SoSac in order to avoid it having enough
to play Miracle. Remember that Paradox will keep playing cards such as Improved Blessing even during SoSac wasting precious
for playing Miracle.
FAIRLY EASY (80%-60%)
Chaos Lord -> don't draw much (Dissipation Field blocks Arsenic). The mayor issue is Discord anyway, if out early can really slow you down too much.
Scorpio -> DON'T chain SoSac since it can purify you. I prefer to rush in order to avoid letting it draw too many card (and so Purify) instead of slowing the match down.
Dark Matter -> The main problem is not having enough tower in the case a Nymph is out or massive BH.
Eternal Phoenix -> Draw as fast as you can.
Seism -> Play only 1 tower to make it waste QS (especially if you don't have enough Poisons to play anyway).
Obliterator -> Play fast. When Obliterator is out, 2 Sundials at time.
Morte -> Go slow, but try to chain SoSac when there are 1-2 RoL if there is enough damage on the field. When you're 2 turns from winning, play Sundial instead of SoSac so that Morte will waste
on playing Archangels.
Hermes -> Play your sundials, draw and chain SoSac earlier in order to make it waste Explosions on tower. When it seems out of them, play Arsenic. Watch out for direct damage.
MEDIUM (60%-40%)
Rainbow -> Play fast with your Sundials. It's the most random God of the bunch so results may vary.
Dream Catcher -> ARRRRGGHHHH!!! I freaking hate it so much and it's the FG I met most! BE and Discord can be a lethal combo, usually (when I'm already in a bad mood) they come with 2 Pests and a Quicksand. Play fast and hope it doesn't happen. There isn't much you can do beside hoping your hand is decent and its bad.
HARD (40%-20%)
Fire Queen -> Play fast. Look closely at its
quanta. Start chaining SoSac when there is 1 queen out and it has at 5-6
(if it doesn't, it's difficult it can't play another queen next turn so it's safe to wait). If you have an early Arsenic and you're lucky that it can only draw 1 Feral Bond, they kind of nullify each other. Of course it's a very hard match anyway.
Stuff like this can happen, so counts the turn you need to win:
Decay -> Play fast with sundials because they'll become semi-useless to stall later on (Syphons). If it has enough Pests to bring your quanta to 0, then play 2 towers at a time.
Octane -> You can only hope for many EE and few/no UG at the start. Play fast.
Elidnis -> Play fast. This is hard because since it has Feral Bond, chain SoSac asap and pray (early Arsenic is a must).
Hecate -> Save Sundials if you can, try to chain SoSac asap (if there is only a 18 atk Doll, play it already).
PROHIBITIVE (<20%)
Jezebel -> Possibily there have been changes in 1.31. This is very hard because even if you chain SoSac Jezebel keeps playing its Nymph's tear, so sooner or later you're gonna face
or
or
or
which are very dangerous. So the only option is play fast. Don't bother about the Vampire Dagger since it's gonna steal your Arsenic.
Divine Glory -> Play quite slow, hope you can fight through 1 Miracle or you can force it to discard them. It's a problem if there is few damage too.
Incarnate -> SoSac sooner but don't let the chain drop so consider spending 1 sundials to get an extra draw if you only have a couple of them when you need to start chaining. Try to limit Vampires to 1. Keep the sundials for the end so that it can't heal itself. It's gonna be hard.
Miracle -> In 1.31 I hardly doubt you can make it discard many Miracles. It seems to keep them. Your only chance is to have an early Arsenic and never draw with Sundials and make it through 3 Miracles
, which is VERY hard and long.
Ferox -> I never won. What do you expect me to say about it?
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