http://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_keywordsAbsorb (Damage Reduction)
Affinity (Creature, Permanent, Pillar)
Annihilator (Random Deflagration. Probably no worth it)
Cascade (Decks are smaller to the point this is not worth ti)
Chroma (Life: Activate a minor affect per creature)
Cumulative Upkeep (Upkeep needs to be understood and repeated first)
Domain (Per type of pillar)
Double strike (Innate Adrenaline)
Echo (One time upkeep at End of next turn)
Fading (Doom clocks like Sundial and Dimensional Shield)
Fateseal (Could keep as is)
Flying (airborne)
Grandeur (Could work as a fractal synergy alternative. Not worth it)
Gravestorm (Death: __ per creature killed this turn. Probably not worth it but would be added as a sacrificial permanent if it were)
Haste (Old SoR)
Hellbent (hmm)
Landfall (pillarfall. maybe)
Landhome (not worth ti)
Level up (interesting. Probably not worth it)
Lifelink (vampire)
Madness (perhaps? It would have to be automatic. Madness cards would be played after the attack)
Metalcraft (Permanentcraft, Creaturecraft)
Modular (upon death X random creatures get +1|+1. Duplication possible)
Morph (Graboid)
Persist (Light card in crucible/forge/armory I think)
Phasing (Phasing series)
Poisonous (venom)
Radiance (Nightfall)
Regenerate (Life: This creature heals 1hp per turn.)
Sacrifice (cremation)
Scry (good idea)
Shroud (immaterial)
Storm (Air: Sacrificial permanent: X per card played this turn)
Sunburst (probably not worth it but could make interesting Other cards)
Threshold (Death: after X creatures have died ____)
Trample (momentum)
Totem armor (Light: card see persist)