That's quite an amount of comboes i hadn't thought of.
The damage cap idea would be good for balance and would allow me to make it cheaper, but i don't think it solves the arena problem, since the AI will generally start with 200 HP and player with 100, making Tragedy deal maximum damage since the very start
About the "win more" part, well it's more like a finisher spell.
,
and
have a habit of dealing damage while stacking up quanta, and then lategame they finish you off with their scaling spells (Fire Bolt - Ice Bolt - Drain Life). Let's say this is the
version, which bases itself on HP instead of quanta, and has bonus synergy with
's Shard of Sacrifice. Not something that makes you win while you were already winning, but rather can make your win in time if you were about to get stopped by a physical shield for example, or you were starting to get outhealed, things like that.
Alternatively you could just make more complex comboes like a SoD+Stone Skin deck to exploit that HP difference offensively, or like Old Trees said, somehow pretend to be losing then drop Reflective Shield + this ? I'm sure it opens other new fun strategies like this one, there's a bunch of them that i hadn't even figured out in the other comments of this same page.
I might add a poll about the damage cap.