the life card should probably be current HP. Even with life's high creature production getting 100 damage out at once is still pretty difficult.
Also, I'm not seeing the greatness of the quantamage. Nova on a stick is great and obviously OP without a drawback, but that second effect neutralizes it completely. I don't see how it would be better than just tossing in a few quantum towers, or even a few novas themselves.
I would also say that light is very weak. Its "thing" is healing stall, but 1. healing doesn't make your opponent lose, and 2. the stall is pretty useless, because unlike other stalls, light can't sustain an offense that makes the stall meaningful. The stall generally has to rely on deckout, which is bad without cards that force speeding up.
Quantamage is designed around the concept of "any-quanta". EG, using 6 quanta mages, you can convert 6 time quanta into 6 "any-quanta", and then proceed to play any 6 quanta non-time card in the game. Whereas one quanta pillar is worth 1/4 of an "any quanta", this is worth 1. If you were playing a otyugh stall, in a quantum pillar deck, you'd have to wait for 5 gravity and 3 aether quanta, which happened randomly. With this, you'd just have to activate his ability 8 times, only 4 when he's upgraded. (Upgraded, it's s.nova for 3 time quanta). A quint'd otyugh for 12 time is a really powerful thing.
Also, shard of readiness.
Darkness has a theme of manipulating the opponent through stealing and tricking.
Light has a theme of trying to ignore its opponent. It uses Healing, Sanctuary and DR to accomplish this goal. It is true it has no defense against skill based creatures or deckout. However it has a defense against everything else.
Strong strategic support for significant mechanical themes:
Weak strategic support or lacking significant mechanical themes:
Nova does not fits a time theme
Momentum does not fit a life theme (I don't think I need to remind you that Life is not all of Green)
Life is about growth. A card with X|X stats where X represents the Forest (number of Life Pillars/Pendulum/Marks/...) or Pack (number of creatures) would be a useful tool for bypassing DR while being resilient vs CC.
Time is about card manipulation among other things. Give it options of things to do with cards other than play them. Permanents that require you to discard to activate their ability in exchange for a cheaper cost perhaps?
I've been thinking a lot about life. One of the main issues I've had with buffing life is that it would be just fine if zanz would stop nerfing it.
Devourer adrenaline deck was life's first game-changing deck. It wasn't even really a life deck. It was a darkness deck with life splashed in it. (What's the difference? If you were forced to play a deck with 6 adrenaline and 6 devourer, it would be easier to put in more darkness cards than it would to put in more life cards) It was like fractal-hope, you built around it or you lost. If you do not outrush fractal hope, and you do not have global CC, you lose. If you did not have 1-drop CC, or you did not have enough quanta generation, adrenaline-devourer beat you.
Adrenaline-devourer was nerfed. A 3-life 2-darkness 2-card combo was considered too fast to steal 4 quanta from the enemy.
In upgraded gameplay, this is completely unnecessary. Allow me to list all of thing you could to to stop it. The vast majority of these are cheap enough you could do them if you had no pillars in play. Cheaper than five counters that /also/ deal damage are included. A 5 cost CC doesn't stop this, as it's giving the enemy virtual quanta advantage. Otyugh does.
Play a rainbow
One aether pillar and a lightning bolt
One air pillar and a shockwave
Steal your quanta back. Blood Sucker destroys it. Liquid shadow.
Plague. Retrovirus
Can't do anything about it. Thankfully it can duo to elements who can.
Nova.
Pick a killspell. Cremation
Otyugh. One gravity pillar and gravity force
It's a life deck. Counter it with itself. Alternatively, photosynthesis into more quanta than your body has room for.
Sanctuary. Holy Flash. Alternatively, use any ramp on RoL and you get more quanta than your body has room for.
One time factory and reverse time
Can't do much about it. Thankfully it can duo with pretty much any element.
Upgraded, it's balanced. 2/3 of all elements can stop it for one or have instant quanta-gain. Half of the elements in the game have 1-drop CC that destroys it. Unupgraded, however, it's a true terror, as you cannot simply drop a pillar to get one quanta. You drop from 8 elements having counters to only 2. It would be simple enough to simply say adrenaline upgraded makes a creature use it's passive all four times, so adrenaline + scorpion would hit hard upgraded, but alas it hasn't been done.
Now lets look at life's current game-changing deck. Mitosis+SoR. (Or instosis)
I say this despite the fact that it's current best use is as a time deck with life splashed in.
It's strong. After a three card combo, and already playing 1 strong time card, you can copy it twice per turn for free. However, it's still completely susceptible to CC. All of time's big-hitting creatures have 4 health, so it's susceptable to all of the 1-drop CCs I listed above (half of all elements have one). However, it's also stopped by lobotomizer, freeze, and other CCs that would normally need more mana or be stopped by adrenaline. Sure, SoR anubis counters CC, but if they got SoR, anubis, mitosis, another SoR, and dragon out, and you haven't already outrushed them, somethings going horribly wrong.
In an upgraded PVP setting, neither full-adrenaline devourer nor instosis is overpowered. Full-adrenaline devourer was nerfed, and this:
I think SoR may prove to be the new 2 turn Sundial, with all these crazy fast high W/L rate FG decks coming up...
Win rate is, obviously, not quite so high as 80% but having nearly 3x the speed makes up for it many times over.
I expect a nerf to Mitosis+SoR, as with triplet Dejas, triplet Dragons seems far too good.
was said.
Starting to remember why I was annoyed with life.
Someone else wanted to know how'd I'd balance gravity, here it is:
Charger's momentum is now an ability for 0 gravity. It can still be lobo'd, but it always could, and you can now use it with gravity pull for more intuitive CC.
Armaggio's ability is no longer gravity pull. Instead, any damage your creatures would take are now redirected to armagio.
Balanced?