Just a few spell cards I came up with. The main premise of them is to make the type of a creature matter more; right now, the only use types have is the quantum cost of them (and in rare cases, Nightfall/Eclipse and such). I think they should have more bearing on the game in general. Of course, the costs and such aren't set in stone and shouldn't be seen as absolute; I just estimated myself how useful/powerful they would be and tried to choose accordingly.
Name: Updraft
Element: Air
Cost: 3 Air
Effect: Gives any creature with 5 or under attack the dive ability.
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Upgrade: Greater Updraft
Element: Air
Cost: Updraft's cost - 1
Effect: Same
Notes: The five or under attack is to prevent 15 attack dragons from gaining the ability. Dive would cost two of the creature's element.
Name: Flood
Element: Water
Cost: 8 Water
Effect: All opponents creatures get one damage done. However, if an opponent's creature is fire, it is immediately destroyed, and opponent's water creatures gain +3/+4.
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Upgrade: Tsunami
Element: Water
Cost: Flood's cost + 1-2
Effect: Same as above, but water creatures gain +5/+5 and a random permanent of the opponent's is destroyed.
Name: Forest Fire
Element: Fire
Cost: 8+ Fire
Effect: Causes one damage to all cards and all life card except for pillars are destroyed, including all empathic bonds and creatures.
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Upgrade: Deadly Forest Fire
Element: Fire
Cost: Forest Fire's Cost - 1-2
Effect: Same
Notes: Could potentially be overpowered against some decks but useless against others.
Name: Darken
Element: Dark
Cost: 2 Dark
Effect: Change target creature's element to dark. This creature's skill also now requires dark quantum. If the targeted creature is light, deal 3 damage to it.
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Upgrade: Blacken
Element: Dark
Cost: Darken's Cost - 1
Effect: Same
Notes: Basically a Dark lobotomy if the opponent doesn't run a rainbow deck. Or would be useful in destroying Miracle's dragons, as if Miracle wasn't easy enough.
Name: Pollute
Element: Death
Cost: 6 Death
Effect: Pollute's two of the target pillar cluster's pillars. This would make them go into a different stack and instead of gain quantum, they would take away quantum. After three turns the polluted pillars are destroyed.
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Upgrade: Improved Pollute
Element: Poison
Cost: Pollute's cost - 1-2
Effect: Same.
Name: Angelify
Element: Light
Cost: 2 Light
Effect: Change targeted creatures element to light. If the creature is Dark, deal 3 damage to it. (Skills for that creature now require light quantum).
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Upgrade: Improved Angelify
Element: Light
Cost: 1 Light
Effect: Same.
Notes: Same premise as Darken.
Name: Lobotomy
Element: Aether
Cost: 1 Aether
Effect: Lobotomizes the enemy.
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Upgrade: Wave of Lobotomization
Element: Aether
Cost: 8 Aether
Effect: Lobotomizes every creature of the opponent's.
Notes: While Lobotomy would not be very useful, the wave would be.
Name: Black Hole
Element: Gravity
Cost: 7 Gravity
Effect: At the end of each turn while this is in play, one pillar of the opponent's is destroyed. After five turns, the effect starts to happen to you, too.
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Upgrade: White Hole
Element: Gravity
Cost: 9 Gravity
Effect: Lasts for six turns; at the end of each turn, one pillar of the opponent's is given to you.
Name: Core of the Earth (?)
Element: Earth
Cost: 4 Earth
Effect: Earth creatures gain +1/+0, Fire creatures gain +0/+1. Life creatures get +0/-1.
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Upgrade: Improved Core (?)
Element: Earth
Cost: 6 Earth
Effect: Earth creatures gain +2/+0, Fire creatures gain +0/+2. Life creatures get -1/-1.
Notes: I think the names suck. Gimme better ones >_>.
Name: Quantum Freeze
Element: Time
Cost: 8 Time, 6 Time per turn
Effect: The target pillar pile will not produce quantum for 3 turns.
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Upgrade: Improved Quantum Freeze
Element: Time
Cost: 8 Time, Quantum Freeze's upkeep cost - 1
Effect: Same.
Notes: Would basically be a counter to mono/rainbow decks. The fact that it costs time quantum would lessen its usefulness though. If you run out of quantum early, the spell is destroyed.
Name: Radioactivity
Element: Entropy
Cost: 5 Entropy
Effect: At the end of each turn, the target will mutate. (Abomination, Mutant, Death are all chances).
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Upgrade: Nuclear Radioactivity (?)
Element: Entropy
Cost: 6 Entropy
Effect: At the end of each turn, the target will mutate into a mutant.
Notes: For the unupgraded version, death would have a much lower chance than other similar mutations since it's happening every turn.
Name: Restore
Element: Life
Cost: 2 Life
Effect: If the target has full health, give it +0/+4. Otherwise restore it to full health.
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Upgrade: Imbue
Element: Life
Cost: 4 Life
Effect: Restore all your creatures by 4 hp. Give creatures with full health +0/+2.
Other
(mainly focused on making rainbow decks less broken)
Name: Quantum Shift
Cost: 20 Quantum
Effect: Changes ALL of the opponents quantum into a element they have some of.
Rare? Yes; like the shard it would be useless until upgraded.
Notes: While it would only be a minor hindrance to dual decks and have no effect on mono, it would be gamebreaking against rainbow decks.
Name: Mark Change
Cost: 2 Quantum
Effect: Changes opponents mark to a random element.
Rare? Yes; and would be useless until upgraded.
Notes: Basically tailored to beat rainbow decks early by preventing time quantum creation.
Edit History:
-Removed Updraft's attack enhancement
-Changed Pollute
-Added upkeep to Quantum Freeze
-Changed Angelify/Darken
-Changed Forest Fire so it destroys your life cards too
-Lowered flood's damage