For the colors I don't think we really have a good idea. I mean, why couldn't the gods be 4 colors? Presumably they will be legendary creatures, and having more 4 color commanders seems very possible after commander 2016.
What might be interesting with the gods and devotion is that trials have been mentioned; maybe the way that the gods become creatures is that you have to "complete their trial" by performing some sort of act, or maybe you can't cast the gods without performing said act. So, for example, the crane god might be something like, "You can't cast this unless you have drawn 3 or more cards this turn" or "while this creature doesn't have a divinity counter on it, it isn't a creature. At the beginning of your end step, if you drew 3 or more cards this turn, put a divinity counter on this" with perhaps some method of drawing cards with it.
I see this card as most useful in EDH, especially decks with a lot of equipment. I mean, at minimum it is basically a 3-drop mana rock (since it can tap itself), which is slightly below curve, but still certainly a playable fail-case. The best case is that you have 4 or 5 equipments out and Statuary plays like a 5-ramp for 3, which would make it one of the best ramp cards in EDH. A typical case where you'd probably be playing it is if you have 1 other artifact that isn't tapping for mana each turn. In this case, it is a 2-ramp for 3, which is still pretty good.
I feel that usually when I'm drafting red, I'm not too keen on getting a 5 drop. Especially one without any sort of keywords to help it do stuff; my opponent, who is likely playing a much slower deck than I am, can probably just chump block this until they can play their own really big creature which will probably beat my Sailback.
It can trigger revolt for free every turn. I think there is definitely a revolt deck with Aethergeode miner as a centerpiece. You could also perhaps add in something like Greenbelt Rampager, Renegade Rallier, maybe solemn recruit and have a reasonably fast deck.
Hey! A few days ago I put together a deck that was remarkably similar to this deck. Anyway, there were a few key differences; in my deck, the main strategy is to go for more landfall effects and less of a delirium theme (and crawling sensation is actually one of the first things that I sideboard out). What are your thoughts on this?
I'll explain my reasons for some of the different card choices.
Sylvan advocate is a pretty strong card that does well to prevent some early ago, and later on it probably becomes activated. It is also a great target for Retreat to Kazandu since it has vigilance, as well as providing a minor buff to Nissa.
Dragonmaster outcast is a 1-drop bomb. You usually are going to wait to play this until you can play it activated. Usually the opponent will have some answer to it, but that is actually fine since we are probably playing it on the same turn as another very strong card that your opponent will have trouble with if not removed.
Wild Wandered is fairly self-explanatory in this deck, as it puts a body on the field while triggering landfalls.
Devour in flames is in the sideboard to deal with planeswalkers. They aren't generally too much of a problem, but Devour in flames does help.
Netcaster Spider is there to deal with decks with a ton of flyers.
Blossoming defense acts largely as a counter to burn spells, although it can certainly be used as a combat trick when needed.
By the way, have you considered replacing Jaddi Offshoot with Primal Druid? It is 1 more mana, but I think that the acceleration is perhaps more valuable than the life gain with Jaddi.
What might be interesting with the gods and devotion is that trials have been mentioned; maybe the way that the gods become creatures is that you have to "complete their trial" by performing some sort of act, or maybe you can't cast the gods without performing said act. So, for example, the crane god might be something like, "You can't cast this unless you have drawn 3 or more cards this turn" or "while this creature doesn't have a divinity counter on it, it isn't a creature. At the beginning of your end step, if you drew 3 or more cards this turn, put a divinity counter on this" with perhaps some method of drawing cards with it.
2 Mina and Denn, Wildborn
4 Sylvan Advocate
4 Dragonmaster Outcast
4 Tireless Tracker
2 The Gitrog Monster
4 Wild Wanderer
Planes walkers (2)
2 Nissa, Vital Force
Instants (4)
4 Galvanic Bombardment
4 Crawling Sensation
4 Retreat to Kazandu
Lands (26)
4 Evolving Wilds
4 Cinder Glade
1 Swamp
3 Mountain
4 Aether Hub
6 Forest
4 Drownyard Temple
3 Appetite for the Unnatural
4 Devour in Flames
4 Netcaster Spider
4 Blossoming Defense
EDIT:
I'll explain my reasons for some of the different card choices.
Sylvan advocate is a pretty strong card that does well to prevent some early ago, and later on it probably becomes activated. It is also a great target for Retreat to Kazandu since it has vigilance, as well as providing a minor buff to Nissa.
Dragonmaster outcast is a 1-drop bomb. You usually are going to wait to play this until you can play it activated. Usually the opponent will have some answer to it, but that is actually fine since we are probably playing it on the same turn as another very strong card that your opponent will have trouble with if not removed.
Wild Wandered is fairly self-explanatory in this deck, as it puts a body on the field while triggering landfalls.
Devour in flames is in the sideboard to deal with planeswalkers. They aren't generally too much of a problem, but Devour in flames does help.
Netcaster Spider is there to deal with decks with a ton of flyers.
Blossoming defense acts largely as a counter to burn spells, although it can certainly be used as a combat trick when needed.
By the way, have you considered replacing Jaddi Offshoot with Primal Druid? It is 1 more mana, but I think that the acceleration is perhaps more valuable than the life gain with Jaddi.