So I noticed that one of the main reasons that large decks are generally vulnerable is the extreme lack of card drawing control. With the sundial nerf only hourglasses actually increase card drawing ability (sundial lets you draw a card, but it also takes up 1 card's worth of space in the deck, no net gain). So I figured I'd suggest a few cards that allow extra drawing, or otherwise affect how cards are drawn. Obviously not every element needs it (they're supposed to be different), and some of my ideas might be lame, but i'm going to suggest a card for each element just because.
Earth:
Treasure Hunter: this card would actually be a 0/1 (maybe stronger upgraded?) creature that costs 4ish earth mana to play, and for 2 earth mana you draw an extra card (time mana makes more sense, but it'd be too similar to an hourglass if the ability cost time).
Air:
Swiftness: 5 air mana to draw 2 cards. upgraded it would be 7 to draw 3 (a much better deal imo).
Fire:
Fire Jar: 3 fire mana to play this permanent. Draw one card at the cost of 10 life.
Water:
Pearl Diver: 4 Water mana to play this creature (1/2). Ability pays 2 earth mana to draw a card.
Light:
Ceasefire (dunno about the name): this is a shield card that costs 4 light mana to play. As long as it is equipped, no monsters attack for either player. The owner of the shield draws no cards while this is in play. It's ability removes itself from the field (for free). Note that this works like the sundial; momentum won't penetrate it, but weapons still strike. Mostly useful for stalling to get enough mana to play something in your hand, or in combination with card drawing machines like hourglasses.
Darkness:
Dark Ritual: This spell costs 20 life and 5 darkness mana, in exchange for drawing cards until your hand is full. Alternatively it could cost 2-3 mana (still 20 life though) and instead dump your hand and draw 5 new cards (as a costly escape from a bad draw).
Entropy:
Viral Mutation: This spell costs 10 entropy mana, and transforms every creature card in your hand into a mutant. Note that this means you're going to need quantum pillars to have a hope of playing some of the mutants.
Gravity:
Black Hole: This permanent costs 15 gravity mana to play, and is immaterial. It's ability costs 10 gravity mana, and destroys the top card of your opponents deck. Extremely expensive to use, but obviously extremely powerful as well (perhaps too powerful).
Time:
already has the hourglass.
Aether:
White Hole: This permanent costs 8 aether mana to play. It is immaterial, and it's ability pays 3 aether mana to draw a card. Keeps in the theme of aether being invincible but expensive i think. Upgrade would drop it to 2 mana to use (same play cost though).
Life:
Circle of Life: This permanent costs 5 life mana to play. It's ability sacrifices a creature to draw an additional card (though for no mana cost).
Death:
Inevitable Death: This permanent costs 5 death mana to play. Every turn you draw two cards instead of 1, but your maximum health drops by 10. Maximum life increasers may be the only way this is worth it, and even then it's risky. Note that current life is only dropped if it is above the lowered maximum, if you're at 10 hp and the card activates for the first time, you aren't eliminated, and still have a good 9 or so turns before it kills you. Upgrade would reduce the lifedrain to 9 per turn.
What do you think? Other ideas for hand/deck related cards would be great to hear too.