THe concept is interesting but the triggered elemental effects seem... uneven... and forced.
I'm not sure about uneven but I think what asymmetry is getting at with the term forced is that the element-specific effects seem like they were just placed there from a list of effects that mostly already exist and don't quite thematically represent what charging implies.
How is it that when an Air creature is charged that your weapon gets affected? Why would a charged Earth creature all of a sudden be able to Guard, as opposed to any other skill? Why would a charged Time creature help you draw a card?
I get the feeling that some of these effects are within the realm of a reasonable representation of the creature being charged whereas others are just pushing the boundaries -hard- and others are just outside of this realm.
I think you may want to just replace some effects with ones that are not in the game. Sometimes innovation goes hand in hand with thematic representation.
Hm? You're not charging a creature, you're using a creature as a battery to charge yourself. That's why it's you getting quanta, not the creature.
In my interpretation, this transfer of energy releases an aura of excess energy that spreads across the field. Sometimes, it specifically affects the battery (Aether, Earth, Entropy, Fire, Gravity, Life, Water). Sometimes, it specifically affects the one charged (Air, Time, Other). Sometimes, it specifically affects something outside the system (Darkness, Death). There are 13 different types of batteries, and that's why different things can happen with each type. If you can look at things from all angles, there should always be one interpretation that makes sense.
And let's pretend I would change the card so that all the mechanics are new and fresh. Each mechanic could then be isolated as a card idea. You know how much bickering and quibbling the community does over a
single card idea's theme and balance, right? Now there will be that much...
times thirteen. With used mechanics, at least it's easy to balance (positive effects are +spell cost, negative effects are -spell cost, total should be 0), and no one can argue about what goes in what element.
I don't think you guys understand the card idea. The idea, as presented, is a 3-cost Aether spell with the effect "Generate 3 quanta of the target creature's element and produce an element-specific effect." It doesn't say "over-used element-specific mechanic" or "innovative element-specific mechanic" because it can mean both of those. If you believe that there exists a more balanced form of the table in the Notes, then that only proves that there exists a set of element-specific effects that are (in your eyes) balanced, which means that this idea is balance-able (or already balanced). And for a card's balance, that's all you need.