Reserved for reviews.
...now... let me read.
Entropy:
Chaos Effect: Well, this certainly will be useful for the mutants and everything. A bit too cheap for usefulness.
Chaotic Vortex: A chance card, fits in the theme.
Chaos Beast: Now this one is just weak. It, if the mono decks go back to life, has 1 attack for ridiculous price, or like 2-3, or 12 if the enemy is doing Rambo, but this is still unjustified for that cost. 12 quanta, seriously... just compare it to a Light Dragon. Stable 12 Attack, and 12 HP, not some 6 or less.
Chaotic Rift: I sense a boredom within the names. Also, let me think... I can immediately destroy any enemy creature with this? Lightly and politely speaking, GTFO THIS IS OP
Manafestation: The "Mass Chaos Seed" is highly OP, the previous effect screws Mono decks over and doesn't touch Rambo, what is sort of against your general idea.
Death:
Altair: Reasonable, Pulverizers have a cost close to that.
Death Pact: SERIOUSLY, DUDE, IN ELEMENTS WE HAVE MORE LIFE THAN IN MTG. REALIZE THAT. 10 damage for 5 quanta and 5 of my HP, ridiculously weak.
Cultist of Demise: When does the effect work? On the summon? Because, you haven't given a cost. Also, touching the decked cards is way OP, no matter the cost.
Corrupted Lifelines: Somehow, this one is more OP than all the previous ones. Not only the enemy can't heal, but also on a try he'll be taking same damage every turn. Instant killer, really.
Manafestation: I can sense a tactical effect conjoined with use of a Boneyard. Good card, being the ULTRAR it can have such an effect.
Gravity:
Graviton Soldier: I'd rather use the Guards. The Elite is fairly useful.
Gravity Wellington Boot: Kind of balanced with the current Otyugh. Is alrighty
Immovable Object: ...a counter for Momentum. Pretty, just... it's not likely you'll be facing creatures with Momentum, with it being just the Chargers and results of Momentum... and mutants, but it's a bit too situational to be useful.
Graviton Captain: With this amount of HP it's not likely to be destroyed, or destroyed as itself. Because of this, it is a rather overpriced, weak attacker. Unless you can find a way to destroy it manually...
Manafestation: So, the ability makes your creatures a crushing force for one turn? Funny, and pretty useful. Just, you see... the unupgraded version will suicide by doing this, give it like 1 ATK. This, and if you don't beat the opponent in this one strike, all the enemies will be having Momentum, when using the upgrade, but no problem, it just makes this an endgame cards.
Earth:
Blade: 5 damage per turn, and then I can use further 10 quanta to deal like 16 damage. Costly for this amount of damage, really. The upgrade is a bit more reasonable.
Bury: This card is alright. Just, the unupgraded version is still less effective against Rambo than Mono.
Gorgon: So, I can immediately make an enemy creature useless? This is kind of OP, especially that with the upgrade I'll be doing this to roughly a quarter of enemies every turn.
Shatter: So, the statues are even less beneficial than I expected? My, the Gorgon is even more OP.
Manafestation: Which side's pillar? If enemy's, then reasonable, if yours, then weak. Actually, weak on both sides, as before you manage to play the card the pillars will be protected or will have produced enough quanta for the endgame.
Life:
Adder: Reasonable, nice card.
Snake Pit: Yes, Life definitely needs some creature creation. Reasonable, nice.
Snake: Kinda weak, with 2 damage, but
Tree of Life: Can be useful to get everything out, but same for your enemoy. If it could be conjoined with pillar destruction, then it would be fine, but...
Manafestation: The unupgraded version is ridiculously weak, the upgraded version still doesn't convince me to use the activatable. Having a bunch of 4/2 Elite Serpents and 5/2 Vipers sounds very good, though. Yes.
Fire:
Flash Fire: I was thinking of something similar, called Headshot... pretty reasonable, except that the Fire Bolts have way more damage potential, but the upgraded version sounds useful.
Playing With Fire: Could be useful for a Quanta-Buildup-Then-Bolt-Spam, just that you can get pummeled in the process. Not really useful.
Fire Mage: You'll be losing life fast, especially when used along the above card. Still, could be sort of useful sometimes.
Lingering Flames: Drop the cost to 1 or raise the damage, the cost is unjustified with 1 per turn. Remember, we have 100 HP as a bare minimum here. And we can heal.
Manifestation of Fire: It is sort of not useful, as with Flashfires and Firebolts I can control out creatures enough, and sacrificing all my creatures and quanta is a price too high.
Here.