maybe change the damage to the number of air towers/pillars you control. that way it's balanced and it still works in the way you want it.
I suppose that would work, but I just had a thought: What part of that mechanic makes it fit in

in particular? The current theme has a reversal effect of sorts: basically,

has a spell that heals you for the amount of

quanta you have, so

should have a spell to counter it, was my thinking. I'm not saying your tower idea was a bad one, it's just that following that mechanic actually leads me to

for having a mechanic that would oppose

's Nymph Tears. And fire has enough Damage on a stick powers as it is.
Somethings I should have added: This card can only hit the opponent, not the creatures.
And I've been trying to make an Air card to give it a mechanic of it's own, which currently, Air pretty much does not have.

=shield nullo, tanking

=stealing

=profit when things die

=inmaterial, copying, stalling

=extra draws

=destruction

=synergy/freezing

=permanent protection/burrowing

=swarming/healing for creattures

=healing creatures, light emitting powers

=Effective creatures maybe?

=antimatter, mutation, chaotic powers