Luciferin, I feel, needs a change. It has good synergy with hope, but the real problem with it is that it needs a lot of creatures (at least 3) under your control that also don't have an ability in order to be effective. Overall, I don't feel like it really adds anything to the game in it's current state.
Here are my suggestions:
1) Conversion: Target creature gains -1/-1 and is now on your side for 1(2) turn(s). Cost: 3(3) light quanta.
Light Nymph: 1/7 cost 5 light quanta.
Convert: Cost 4(4) light quanta.
Details: The creature will get a light token on it (like the poison token) that starts out at 1/2. The normal version will allow you use the creature's ability and attack with it for one turn. The upgraded version will also deny control of the creature for one turn against your opponent.
2)Blind: Target creature is now blind. It has a 30(40)% chance to miss. Cost: 2(2) light quanta.
Light Nymph: 1/7. Cost: 5 light quanta.
Convert: Cost 3(3) light quanta.
Numbers can be tweaked. What do you guys think about the concept of my suggestions?