Weighted Strike (Kinetic Strike) 4Gravity (3Gravity). Target creature with
Power<HP gains Power= it's HP (Max 10) until the start of your next turn.
Hasn't this been suggested, or at leats in similar ways, a lot of times before? I like the cap, but it seems pretty unlikely to be included.
Focused Gravity (Crushing Gravity) 3 Gravity (2Gravity) Target creature's
power becomes zero. I want this so my FFQs/Squids/whatnot don't die to Fire Shield anymore!
Total golem reset isn't cool. Next to that, it's basically instakill against cards without abilities.
LIFE (As printed in their own thread)
(Elite) Alpha Wolf 4Life, 2/2 (3/2). When Alpha Wolf comes into play,
summon 2 (Elite) Pack Wolves.
(Elite) Pack Wolf 1Life (0), 2/1.
That's a lot of damage. The main problem I see, is that you create 18 creatures with 6 cards, and if you get em out early, they're practically impossible to get rid of in time. It fits with the liferush, but it might just overpower it a bit buch.
Orb of Mania (Orb of Frenzy) 7 Fire. (5 Fire). Permanent. Whenever a
creature with Power>HP dies, deal it's Power in damage to it's opponent.
Again, this makes an already good strategy incredibly strong by being able to double up damage. This with a golem and immolation would be very, very strong.
Sip (Drink) From The Grail 1Water. You gain 2 points of Regeneration (3
points of Regeneration.) Regeneration stacks with itself and cancels Poison
1-to-1.
'points of regeneration'? Doesn't make much sense, leave it for the shards.
Refractive Lens (Holy Prism) 4Light. Permanent. 3Light (2Light): The next
card you cast has it's casting cost paid entirely in Light Quanta.
Combined with luciferin, this becomes a very cheap rush enhancement.
Cherub (Seraph) 4Light. 3/6 (6/3). You gain 4 life at the end of each turn.
Now this one, I like. The stats for the upped one could be lowered (or the cost upped), but the ability is a lot like Jade's staff, and fits with the theme of Light.
(Elite) Bird of Prey 4Air. 2/1. Whenever an enemy creature takes damage,
Bird of Prey gains +1/+0 until end of turn. (4Air: Dive.)
Could make a way powerful mix with thunderstorm, especially because you can repeat it while your opponents creatures live (unlike with the condor).
Mocking Sylph (Taunting Sylph) 5Air. 3/2 (3/3). Whenever an enemy
creature attacks you and misses, gain 2 (3) life.
Somewhat alright, I suppose, but I'd go with 1 and 2 for the healing. The combination with aether would grow quite strong.
Set's Hound (Set's Jackal) 4Time. 3/2 (5/2). If Set's Hound/Jackal is
killed, it goes to the bottom of your deck.
In a scarab deck, this is a deckout preventer almost worse than eternity/photon, because it lets you keep growing your creatures as well..
(Elite) Erosion 4Time. Permanent. 3Water (2Water): Put an Erosion
Counter on Erosion, and destroy a permanent with a casting cost no higher
than the number of counters on Erosion.
This just seems like a pretty complex way to get some permanent destruction into Time.
Foul Summoning (Dark Summoning) 2Darkness. All Permanent cards in your
hand are transmuted into Minor Vampires (Vampires).
Way overpowered combined with Nightfall; you only need one on the field, so you can get 11 vampies out for 4+2 damage/healing each.
Backstab (Assassinate) 7Darkness (5Darkness). Your weapon attacks twice
per turn. Cannot be cast with no weapon in play.
Pretty lethal combined with Discord, and Darkness/Entropy already has good synergies.
Swarm of Bats (Plague of Bats) 1/1 (1/4). 2Air: Growth.
Would form a nice link between Darkness and Air, I'm all for it, though I'd make the upped one start at 3 HP so it can be taken out more easily at an early stage, much like the other growth creatures.
(Elite) Normalize 2Aether(1Aether). Target creature is removed from play
and immediately recast at no cost. Normalize can target immaterial
creatures.
I suppose this would be Aether's answer to the Thorn Carapce, but there's a pretty big flaw in this; Flying Weapons would come back into the weapon slot.
Etherial Feedback (Etherial Rebuke). 4Aether. Target player takes 2 (4)
damage for every non-pillar permanent he controls.
If those are 6 shards, this doesn't do much. A little underpowered and situational.
(Elite) Aetheric Eggs 1Aether. 0/1. Each turn, put a counter on Aetheric
Eggs. At the end of your turn, before your attack, if Aetheric Eggs have 3
counters on them, they become a Phase Spider (Phase Recluse).
Again, seems like a pretty complex thing to do. Especially with Phase Recluses already being low-cost attackers. I think there's more to gain from this one; perhaps a hatch using Life quanta or something.
I realise this might sound a bit negative, but I can just see a lot of strategies gaining a heap of extra power with such cards.