Welp, Arcane Sigil should be obvious. It's a cheaper Quint that doubles as EA and has infinite uses. You rarely face several spells in a turn unless you're against Bonebolt. Well into the OP territory.
Big Chill is made a lot more balanced by draining all
, but it remains too strong because of the way it's double-dipping. It's devastating not just against rushes, but also against MA. 7
is a fairly big investment, but with the right timing this is a better Dim Shield because it's unaffected by PC (4 turn Dim with Big Freeze). It's trickier to use than Dim because the "right timing" means you need to know when your opponent is unlikely to play more creatures for a while, but it doesn't really matter because this is in the
same element as Dims. MA has 48 turns of stall with this, Dials and Dims that mostly ignores both non-repeatable PC and creature generation (except for Fractal).
Essence Warp is a utility spell that would be alright as an ability. The problem is that you're spending a card slot for a card that mostly helps against Trident. The reason for this is because an EQ deck is usually pretty fast and so you would've probably wanted to draw a defensive option rather than Warp. Before Pends, it would've been a lot better but as it is a control deck can handle an EQ rush when it can generate 3-5 quanta a turn (pillar, pend, tower, upped pend, mark), or just pack Marks of its own if the player has them. Being able to convert other perms is an interesting mechanic, and the card gets points for that in a competition for sure, but it doesn't do much in-game. It won't save you from quanta control because if you were able to play a perm and this spell, you weren't locked down anyway, and if you're locked down or close to it, you can't afford a perm+this.
Liquify is alright in Monotears and arguably a bit more useful than Dry Spell for it, since EQ can spell big trouble for Monotears. In most games it won't do anything beyond an extra card or ability played that turn (making another Nymph Queen), and that's usually not worth spending a card space on.
Time Dilation is a bit confusing because Treldon is saying it's a one-shot Turtle Shield. The way it's explained, it's more like permanent mass-BB that can't be countered, keeps affecting the creatures you originally targeted and becomes several times better in a very short time span. If we ignore the fact that Big Chill is in Aether, Time Dilation is even more OP if you play it when your opponent is unlikely to play many more creatures. Just imagining this, Big Chill and all the other stall cards we already have in a rainbow stall is making me physically nauseous. Even if Big Chill and Time Dilation were perms and forced all rushes to pack repeatable PC, they'd change the meta to where it would be a big gamble to ever bring a rush. As it is they can't be countered because they're spells, which makes it a lot worse.