I had a similar Idea but i havent completed the deck on my account yet. Since it is a similar enginge going on with these decks, imma just post this here although i still think this deserves it's own thread.
Puppy beat me to it. Lolz...
But here is how my variant looks like. Originally designed it for False Gods...
Mark of Time
8 Quantum Tower
8 Time Tower
4 Shards of Gratitude
1 Titan+ ( or 1 Elite Queen)
3 Eternity+
3 Flying Weapon (2 if using Elite Queen instead of Titan. Upgrading this is not necessary)
3 Quintessence+
5 Electrum Hourglass
4 Rewind
2 Protect Artifact
2 Gravity Shield+
2 Explosion
1 Ball Lightning
I tested this on the trainer against False gods and I won 3 out of 3 test fights. But then we all know how stupid Trainer False Gods are.
Endgame plan: 2 Quinted Flying Eternity, 1 Quinted Flying Titan, PAd Gravity Shield+, PAd Eternity and the Shards.
Obviously, you'll have to win slowly with the flying weapons especially with the Flying Titan since it has innate Momentum. Quintessence makes sure your 3 flying weapons are fighting for you for the rest of the match. I have been thinking of using Elite Queen instead of Titan but i'm not too sure of how much Life quanta I can muster to generate a steady flow of 4/2 babies. We can remove 1 animate weapon
With 3 eternities in play (2 flying, 1 with PA), you can rewind 2 creatures per turn (ideal for false gods) and infinitely rewind the lone ball lightning to avoid decking out (since you dont deal too much damage).
Ball Lightning is preferred since it can save you 1 turn if the damage can be stretched by 5 for the killing blow.
5 copies of Electrum Hourglass may look too much, but in my testing, i have been drawing 3 to 4 cards per turn without crippling the quanta base and it just gets the big combos out faster.
4 rewinds are there to make sure you rewind 2 creatures per turn when you still only have 1 Eternity in play.
2 Explosions usually target annoying weapons and shields. But more used on weapons as you have a reliable Quinted Flying Titan to get you the kill through shields. False Gods do not have Shards, so their regen ability is no worry.
Gravity Shield+ is the twist in this deck. It does WONDERS on this deck build. If you have bounced small HP, small Attack creatures, the Shards will make sure your life is always replenished. Bouncing Large HP creatures played by FGs makes sure they come into play and just sit there staring at you to be returned to the top of their library again on your turn. I have the number at 2 to make sure you get 1 PAd Gravity Shield online asap.
As long as you have the duo Eternity engine online, it will make sure your opponent does not draw anything else other than his 2 infinitely rewinded creatures. With this in mind, opponents will NEVER deck out.
The thing i need help tweaking in this deck most is the Tower count. I do get to cast what i need on time always, BUT I seem to end up with high amounts of other colored quanta which might be useful for something and not go to waste.
Thanks. I hope this gets some attention too.