One thing I would like to see is a few more draw options in this game; I'm not sure it should be limited just to Time, though I have no problem if they have some of the best. Here's a few ideas I had for some other draw cards:
Light:
Illuminating Burst/Illuminating Rays:
Burst: 3 Light Quanta, draw the first three cards from your deck. Keep 1, shuffle the rest back in.
Rays: 5 Light Quanta, draw the first five cards from your deck. Keep 1, shuffle the rest back in.
Air:
Winds of Knowledge/Winds of Knowledge (Elite):
Knowledge: 1 Air Quanta, draw two cards
Knowledge (Elite): 0 Quanta, draw two cards
Fire:
Blazing Flames/Clearing Flames:
Blazing: 2 Fire Quanta, draw a card. If you don't want to keep it, discard and draw again. If you want to keep it, don't draw any more cards.
Clearing: 1 Fire Quanta, draw a card. If you don't want to keep it, discard and draw again. If you want to keep it, don't draw any more cards.
Darkness:
Deepest Secrets/Darkest Secrets:
Deepest: 2 Darkness Quanta, search your deck for any card with a cost less than 3 quanta. Put that card into your hand.
Darkest: 4 Darkness Quanta, search your deck for any card with a cost less than 6 quanta. Put that card into your hand.
Death:
Sacrificial Offering/Sacrificial Altar:
Offering: 4 Death Quanta, discard one of your creatures. Draw X number of cards, X being that creature's (attack + defence) / 2.
Altar: 3 Death Quanta, discard up to two of your creatures. Draw X number of cards, X being the creatures' (total attack + total defense) / 2.
Aether:
Transdimensional Message/Transdimensional Knowledge:
Message: 2 Aether Quanta, Discard 1 card in your hand. Search your deck for 1 card and put it into your hand.
Knowledge: 2 Any Quanta, Discard 2 cards in your hand. Search your deck for up to 2 cards and put them into your hand.
Earth:
Rupture/Eruption:
Rupture: 3 Earth Quanta, discard X number of cards from your hand. Draw X - 2 cards.
Eruption: 3 Earth Quanta, discard X number of cards from your hand. Draw X - 1 cards.
Life:
Growth/Overgrowth:
Growth: X Life Quanta, draw X / 2 cards.
Overgrowth: All Life Quanta, draw 4 cards.
Gravity:
Vortex/Gravity Well:
Vortex: 1 Gravity Quanta, Discard two of your permanents on the field. Draw two cards.
Gravity Well: 1 Any Quanta, Discard two of your permanents on the field. Draw three cards.
Entropy:
Maxwell's Gambit/Maxwell's Doom:
Gambit: 2 Entropy Quanta, 1 card is randomly discarded from your hand, draw 2 cards.
Bond: 3 Entropy Quanta, discard your entire hand. Draw 5 cards. This cannot be used unless at least 2 other cards are discarded.
Water:
Seas of Infinity/Seas of Infinity (Elite):
Infinity: 1 Water Quanta, shuffle two cards into your deck, and draw 1 card.
Infinity (Elite): 2 Water Quanta, shuffle two cards into your deck, and draw 2 cards.
Time:
Book of Ages/Book of Time:
Ages: 3 Time Quanta, search your deck for a card and put it into your hand.
Time: 5 Time Quanta, search your deck for two cards, and put them into your hand.
The basic idea behind these cards (all Instants) is to give some of the other options some draw power, while still giving Time an advantage in this area. I tried to make it somewhat fair/balanced, but some of the ideas/costs are a bit convoluted; I hope that isn't too difficult to feasibly make. The two options are normal/upgraded. I also tried to give each element a unique method of drawing or cost, so that what works for one person won't work for another, but they still have a different, workable option. I also tried to somewhat integrate it with each element's "lore" or focus; Death for example has to sacrifice creatures to draw. Does anyone have any other suggestions or changes?
Light: You better have a dedicated light deck to use this. And it's not even that good. Plus...IT HAS SUNDIALS.
Knowledge: FREE CARDS! In a 60 card deck, this means you're running a 54 card deck with 12 free cards. Wow. This would open so many strategies it's insane!
Blazing Flames: Meh. Not hot on this. If there was some sort of mechanic that did things when you discarded cards, this would be good. But in the current environment? Meh.
Darkness: I guess you can structure a deck around the unupgraded version by tutoring for things like explosions or that one pulverizer in your deck or something...but I think it'd be a case of jumping through hoops to use this.
Death: May be interesting as some sort of play with ivory dragon when you're running an otherwise poison/infection deck. This may allow mono-death to take off using improved plagues, retroviruses, condors, bonewalls, and the like. Drop your hand, drop ivory dragon, sack it, refill your hand, keep going. Opens up some strategies for mono-death.
Aether: May be interesting later on, when you have enough mana to be able to discard towers and such. Still not particularly amazing IMO.
Earth: It'd sure be one of the more complex cards coded, that's for certain. Plus, IMO it's really bad.
Growth: You'd have to be utterly retarded to ever upgrade this. Furthermore, it also would be more complex than any card coded right now. And finally, there are better things to do with life mana unless you're running a deck heavily packing on the green mana.
Vortex: So you've played cards that you deliberately want to stay on the field, and now you're destroying them? I can see this perhaps because you can replace your Titan or shield or something or maybe you've accumulated a ton of mana, but once again, this is really situational if not real bad.
Entropy: The unupgraded one is like a bad wind version. Get down to one card, use this so you have nothing to discard, play whatever you draw. The upgraded one due to the stipulation is just horrible. The point of "discard then draw" cards is to get your hand cleared so you can discard nothing.
Infinity: Interesting. Has its uses in fixing a bad hand.
Time: Already has hourglass. That said, you can tutor for the Anubis.
Overall: Not every color should have draw. Frankly, light and time, being this game's control colors having draw makes sense. Aggressive colors such as Death and Fire have no business drawing cards. Why? Because that's what you call balance. The weakness of aggressive decks is that if you manage to survive their rushdown that you should have a shot at recovering. Plus, if you really want to win that way, you can always splash another color.