I once again made revisions to the list and brought it to my local Game Day all the way to a TOP 8 FINISH.
Main
1x Verdurous Gearhulk for 1x Angel of Invention
1x Verdurous Gearhulk for 1x Hostile Desert
1x
Refurbish
for 1x Sunscourge Champion
I cut Verdurous Gearhulk and consequentially had to go down 1
Refurbish
as there were now lesser targets and I didn't want it to be a dead card in my hand. I think the reason why Verdurous Gearhulk did not work out in this particular deck; even with the strong upside of being a great God-Pharaoh's Gift target is that this deck is usually playing on the back foot and is looking to come back with swing plays such as gaining life with Sunscourge Champion and Angel of Invention; or wiping the board with our Cataclysmic Gearhulk. Eventually stalling the board to a halt and then slowly whittling down our opponent as we continue to slowly swing back the board into our favor using our God-Pharaoh's Gift and our Eternalize creatures. Verdurous Gearhulk was terrible at that; it was only a good card when we were ahead and this deck is rarely ahead.
Side
2x Longtusk Cub for 2x Aethersphere Harvester
2x Longtusk Cub for 2x Blessed Alliance
2x Essence Scatter for 2x Fumigate
1x
Saving Grace
for 1x Greenwarden of Murasa
The Longtusk Cub wasn't performing great out of the side board; and my suspect is that it was because I lacked more Energy effects to make it a relevant card. I added Blessed Alliance and Aethersphere Harvester in its place instead to shore up my aggro match-ups and it has been great since.
Essence Scatter wasn't great with our game plan as we are more reactive than proactive. Keeping up mana to potentially counter a threat was not working well with how the deck is meant to be played (or how I play the deck). I added Fumigate in its place for a more reactive choice against creature-based strategies.
I could afford to cut 1
Saving Grace
for 1 Greenwarden of Murasa because of the changes I made following the exclusion of Longtusk Cub. Greenwarden of Murasa is a great trump card for control as it's able to make our deck a lot more resilient by being able to bring back a maximum of 3 cards.