Time cards, eh? Well, let's see. I do better when I think by typing...
Past, present, future. Unchangeability, solidity, and possibilities, respectively.
Now, which one... Present has delay, so I'm going to leave it at that.
Past is unchanging, but since the game does not remember cards after destruction, it's a little off.
Future... We've not delved too far into such a subject. No matter how things go, the future is seen as something where possibilities exist. The course of action decides which possibility it will be.
Possibilities (Permanent)
Any card played adds a counter to Possibilities based on its type.
Progress: Deal 2 damage for each counter in the category you have the least of
I played this game once where there were different resources needed for scoring, but whichever resource you had the LEAST of was your total score. In this way, you are prompted to raise all the resources in order to achieve a high score. The same will apply here. The lowest number of counters will deal the damage.