Nova/Supernova
I think you nerfed them too much. Having to pay 2 quantum to get 10 random quantum is pretty bad. I liked the old Nova better and I see no point in changing it because I don't consider it to be overpowered at all.
Same thing with Supernova. If you make it random AND make it give less quantum, that's a pretty big nerf.
If I were Zanz I would make Supernova cost 3 quantum and that's it. Maybe even 4.
I've got 2 concerns here:
1. IMO, you should never have to ask yourself whether the upgraded version of a card is better than the normal one. If the unupgraded version is sometimes preferred, then there's a problem. Currently with cards like Nova, Lava Golem or Sundial, the decision to upgrade or not is not obvious.
With Nova, what can make you hesitate is the card cost that goes from 0 to 2 (or even more if we follow your suggestion SG). Increasing the cost of Nova to the one of Supernova makes sense to me.
2. Second argument is more spiritual. In my view, Entropy is meant to be all about randomness and the current Nova/Supernova doesn't fit at all in this definition because it's fully predictable. The change I suggest makes the card more "in par" with its element's theme without changing its behavior too much.
Of course it's a serious nerf, but even after this change Supernova still has the potential to instantly generate 13 quantums, which is (nearly) equivalent to the upgrade of 4 quantum pillars into quantum towers. 4 card upgrades packed into a single Supernova is not really what I call underpowered.
Pulverizer
I'd like to see the ability cost 3 quantum. 1 permanent destruction per turn should cost a lot imo.
As I told, this is the first batch of changes I would do. If after a while we realize that Pulv isn't nerfed enough, we can still nerf more.
Heal
I like the card but the name should change if it functioned like that. I don't see "heal" removing poison. If it only healed 30 and nothing more, it would make more sense.
Miracle
Ok, I'm totally against this. The coolest part of Miracle is when you play it when you have only 1 HP left. "It's a Miracle!!!". This new card would heal 1 HP in that situation. I would probably make it heal 60 and remove all poison.
Here, I was looking for some ways to add more counters to poison. The best solution would probably be to create new cards with this ability but creating new cards takes time whereas balancing is very quick (all the changes I suggested probably require less than 3 hours of work from Zanzarino). That's pretty much why this thread is all about the second solution.
Now if you consider that we're only talking about card changes and no content creation, the first obvious change appears to be Heal cause for now it's seriously underpowered.
Adding a "cure poison" effect to Miracle made sense too but I had to do something to nerf the healing part on the other hand. Right now, I find the card very close to be OP, mainly because of its synergy with Shard of Divinity (6 x Shard + 6 x Miracle = potentially more than 1000 HP healed). The suggestion might not be the best idea of my life but I found it fun when I wrote it:
* the synergy with Shard of Divinity remains
* the effect is similar to the old Miracle, as soon as you cast the spell when you have 50% health (instead of waiting for 1 HP left)
Also, notice that I'm aware that this is a serious nerf here. That's why I lowered the cost of the card.
Jade Staff
Hmm.. I personally wouldn't do anything to Jade Staff. Healing 8 HP per round sounds a bit high for a card that costs 2 quantum.
Vampire Dagger
Yeah, that looks pretty good.
Let's talk about Vampire Dagger first: it currently deals 4 damage and heals for 4. If your compare it to Jade Staff, that deals 4 damage and heals for 5, there's a problem.
Either Vampire Dagger needs a buff, or Jade Staff needs a nerf. If there are people out there that think Jade Staff is OP, I'd be happy to discuss with them. Otherwise I'll consider that boosting Vampire Dagger is a good move. After the buff though, we'll get the reverse situation: Dagger damages and heals 5/5, Staff 4/5.
So what should we do? Buff Jade Staff too, to make it a carbon copy of Vampire Dagger (5/5)? Or, as the Life theme suggests, make it more "healing" oriented?
I chose the second solution: nerfing damage to 2 and buffing heal to 8 seems quite balanced compared to the new 5/5 Vampire Dagger.
You might be right on the card cost though. Increasing it to 3 or even 4 might be needed.
Hourglass
I don't think Hourglass needs a nerf. It's not that powerful really. That nerf would weaken Time decks a lot.
Sundial
I like it BUT I would put the hasten ability back (2 quantum in both versions). I don't think cards should be nrfed by taking abilities away when you do it in others ways as well.
IMO, what makes Sundial so imbalanced right now is more the hasten ability than the stasis effect. I know the AI uses it stupidly but in the hands of a human player hasten is extremely powerful. My suggestion for Hourglasses isn't that much an issue for Time decks cause those should be able to find quantums quite easily. It might be more disturbing for rainbow though and I think it's a good point. Rainbows need to draw a lot to be efficient and this process shouldn't be as easy as it is now.
I agree with you to say that removing an ability from a card isn't a good way to balance it, but IMO if you let hasten on Sundial you'll have to increase the cost even more to make it correctly balanced.
Phase Shield
I like the effect but I'm not sure about the cost. Nerf might be too big. Maybe lower the cost by one?
Does it look so imbalanced if you compare it to my new Sundial?
* Stasis blocks creatures from both side for 2 turns at the cost of 3 Time
* Phase Shield blocks your opponent's creatures AND weapon AND lets you attack meanwhile. No matter what, this is much stronger than Sundial. I think it deserves a high cost.