Voodoo, Telekinesis, Rewind and Kraken all seem pretty powerful.
Voodoo - This card seems to just add fuel to the Sundial hype - if you use this, your opponent'll just use sundial to stall for two turns and render your voodoo useless. And forcing monsters to damage their masters for two turns at the cost of three entropy seems pretty powerful. On the other hand, having cards like this would make the game more interesting, and stop people overextending (by swarming the field full of monsters)
Telekinesis - Taking control of a monster for a measly 3 gravity? That's sort of unfair, when you think about the fact that Lightning does 5 damage for 3 aether.
Rewind - Not sure about this one...the ability to counter two turns of quantum collecting, whilst simultaneously stopping your opponent from gaining quantum during those two turns, sounds pretty overpowered. And it only costs 2 time!
Kraken - Not so sure about this one, but being able to reduce your opponent's quantum generation by 3 at the cost of one water quantum is pretty powerful. With a couple of these on the field, your opponent would be hard put to do anything.
Updraft - Could you specify what percentage chance there would be of the opponent having damage reflected back on them please?
These cards are all pretty neat though. You might want to consider raising the costs on some of them, like I suggested above, but I love your ideas. And your images