Lighting rod: Like, we do have pillars already. This thing does conserve some space, but isn't worth it due to initial cost.
Sublime: Or you could pay a bit more and get permanent protection. Could be useful in some cases, but just some, and it usually is better to just play a Quint.
Lighting Wall: Aether doesn't really need a typical shield when it has Dimshields, and even then an Ice Shield does it better.
Dive Bomb: Doubling the damage of own creatures (or multiplying it even more with multiples of those) is an overpowered effect, and for 5 Air? Ridiculous.
Sonic boom: While a Sundial lets you do this or something better. Well, not much of a difference... and even then this'd do with a lower cost. 1 turn is not much.
Bleed out: You forgot to include the cost
Dark burn: As above, and too weak to be taken into a deck anyway
Bite: I'd say it's also pretty weak and not worth taking. Drain Life does better.
Thief Lord: Sure it can be high cost and stuff, but sure creatures with Steal are just too powerful. Even Destroy happens just on a rare weapon.
Shallow Grave: You forgot to include the cost, again. The effect could be useful for conserving creatures with abilities, I have to agree.
Grave Robber: This is a bit too powerful to be included just as some passive ability. Costs 1 more than a Flesh Spider, has same stats, and generates useful things for free... Too strong.
Zombie: And this one also is too strong. By constantly generating new Zombies, those creatures... die every turn, causing your Vultures to go really high quickly. And the Grave Robber can generate new ones. And if you made it survive a turn, preferably with Momentum, then even worse, generating you a death per turn regardless of shields and a second one if the shield blocks 1 damage.
Tank: Ability cost? You forgot it. Also, just compare.
Owl's Eye can shoot 3 damage per turn, but then it's a rare and a weapon.
Hematite Golem is 3/5 for 5 Earth.
Tank can shoot for 10 damage per 3 turns (so 3 and a third per turn) and is 6/20 for 6 Earth.
Obviously broken.
Sand Runner: This card, on the other side, is pretty fine... basically a more expensive version of a Phase Spider, just with Earth cost and 1 higher cost.
Chaos Bomb: Seems fine to me, even though it could cost 9-10. I mean... Fire can cast its basic Fire Bolt on all enemies for just 7 Fire, Entropy can do a similar thing too.
Visitor: 6 statsum, 3 cost... Phase Spider, Flesh Spider. Seems fine.
Volcano: Let me repeat.
Owl's Eye can shoot 3 damage per turn for 2 Air, but then it's a rare and a weapon.
Volcano can shoot 3 damage per turn for 2 Fire, but it is a creature with whooping 30 HP and not a rare. This means it's both much harder to control out and to get multiples of those out. Obviously broken.
Heavy Force: You forgot to include the cost
Light burden: As above (I believe I said this somewhere before...)
Spring: A non-rare version of a SoG. Seems like a fine, fitting addition, no problems here, except for the fact it gets replaced easily.
Armageddon: Field cleanout, sort of. Forms a nice synergy with Blessing your creatures over 5 HP (only Pegasii, pretty much, if Mono) and then healing it back after using. Well... due to all the added cost, this card is probably the best piece in this heap of swine fodder.
Shroud: Could be useful for Rage Potion/Armageddon survivial/antipoison. I'd say it still is a bit situational, not much, as generally you get to form the situation.
Tie Bomb: How it works does make it pretty weak, as it takes about as long as all those "I'll exploit Petrify for my benefit" things and is controllable out pretty easily. However, you never said it does disappear after using the ability, so I'd make a Time/Aether: Play a Bomb, Quint it, wait behind Dimshields, and then use it to deal those 30 damage over and over. Heck, I could use several of them, even...
Time Traveler: While my primary argument is that we do have the Golden Nymph already, I'd also say that... that using Precognitions is better as you can gain a card this way, also, making them cost 0 cards 2 or less Time... and this makes the Traveler generally not pay for himself. And he is a pathetic thing for fighting, not like Golden Nymph.
Flood: So you can hit your own creatures with this, and not hit certain enemy creatures... Well, this card, at first, does seem like "I'd rather RoF", but then you see it can be used to clean Cells off your field. And, of course, it is accessible for Water too, not Fire... well, this does seem to be a good idea after all.
River: If anyone used Ice Bolts, this card could help with racking up quanta for them. Heck, it could make Ice Bolt useful, even... Sounds fine for a deck with them and pretty weak otherwise. ...wait, you never said if it is a permanent or a spell. If it is a spell, it's weak, if a permanent, it's good... seeing as there is no "per turn", it's a spell, and as such... BAD.
Frost: Pros:
-lets you keep 3 Freezes in one card
Cons:
-does not let you target
-costs more than 3 Freezes
Those balance each other out, IMO, so... sounds pretty fine, if not better in situations when there aren't many creatures on the field. Well, unless it accidentally targets the same creature twice, or so... but that's also fine. Sounds like a fairly good card, there.