First of all: That idea has already been suggested and is in the Armory
The idea of a pillar with a "come into play" is a good idea but needs more refinement.
Drain Life would be redundant with the card Drain Life.
Fire giving +2|0 is interesting but might be too powerful for a pillar with a casting cost of 1
. [Try +1|0]
Life healing 5 is a bit redundant with Heal.
The idea for a pillar with a second "activated active" ability is nothing new but the last person to suggest it had overly complex ideas from the community's point of view. The community has since changed its mind. These ideas would be a good idea if done well.
Again these pillars probably should cost 1
or so to play.
I would suggest an activating cost of 0 though.
Make sure the effects are really minor. The draw 1 discard 1 is a good idea.
Number 2 and 3 are good enough ideas that I would like to help manage them. (24 cards is too much to unload at once)
Perhaps giving each element either a "come into play" or an "activated active" pillar?
Casting Cost 2
|1
, Come into play: Lobotomize target creature.
Casting Cost 2
|1
, Activated active: 0:Deal 1 damage to target. (not sure about this one)
Casting Cost 2
|1
, Activated active: 0:Drain 1 life from opponent.
Casting Cost 2
|1
Come into play: Target creature gains +1|0.
Casting Cost 2
|1
, Activated active: 0:Draw 1 card then discard 1 card.