i hope youre joking. a single turn of dive is not significantly different from granting the ability dive, they are essentially the same thing but with a single balancing mechanism difference. the purpose of the card submission process seems to be lost on you, odin, it is to provide zanz with novel ideas to potentially implement in the game. if you encourage people to submit ideas that are debateably almost the same, you would be doing a disservice to the forum.
My point is that the "balancing mechanic" here has a significant impact, enough to warrant a new type of mechanic in its own right.
By replacing the ability you:
1) prevent use of the previous ability (as in liquid shadow)
2) allow repeated uses from a single card but spread out of multiple turns
By giving 1 turn doubling, you allow
1)combined use with exisiting dive capable creatures. This gives potential OTK capabilities btw.
wyrm + blessing -> 8 attack
dive -> 16
this card -> 32
parallel dim -> 64
sky blitz -> 128
2) Multiple uses on a single creature (replace parallel dim with a second one of these)
3) Allow the creature to keep its previous ability rather than overwritting it.
In other words, this card is useful to create a synergy with the dive ability whereas the other card simply reproduces it. The two cards could be used TOGETHER in a deck to powerful effect. The potential for the two to create that synergy should make it unique and gives warrant to potentially adding both to the game. Now whether or not that synergy should be accessible within the same element is a different matter.
Lastly, this card opens up a new use that was not present with dive and sky blitz mechanics. If you put dive on an enemy creature that has been hit with AM (similar argument for SoSac), no player in their right mind would activate it... This card doesn't give them a choice. A cool way to accentuate this point would be to have it automatically activate dive as well. This would further cement the fact that it is a useful card in its own right AND can even synergy with the existing level 3 card. It will also give air new synergy with
and
via AM and SoSac.
All that said, this card does need a name change though...
I say change the name to something that suggests launching a creature into the air.
One amusing option would be to make it into a gravity card (maybe a permanent called antigravity launcher?) and have it only grant airborne 1 turn unless the player's mark is
. Making it a permanent is also helpful for balancing purposes since it gives opponents the chance to counter it. It would also be a good idea to not let it stack, or limit the number of times it can stack.