Some other fun ideas:
-Flotation attribute: cards with the floatation attribute will not be killed by flood, but cannot attack unless they are also airborn
-Life preserver: give target creature the floatation attribute
-Conductance permanent: When lightening bolt spell or spark creature deals damage, it deals its damage again divided evenly amongst all creatures in flooded squares. Costs
to maintain
-Submergence ability: creature becomes invisible while in a flooded square (i think I may have read this one somewhere else but it is pretty cool so I'm posting it here)
-Spell warded attribute (associated percentage x): Creatures with the spell warded attribute have an x% chance of avoiding damage due to the effects of any harmful spell which targets them directly
-Spell ward (spell): Target creature gains +10% to spell warded attribute (maximum of 100% or possibly something lower)
-Deflective warding: Target creature with spell warded attribute gains deflection attribute. If the creature avoids damage due to spell warding, the damage is reflected back at the source (if the source is a non creature permanent it is directed at the owner of that permanent)
-Burning status: Like poison status but lowers by 1 at the end of the round. Cancels out with frozen status (eg. if creature with frozen status of 2 is hit with burning status of 3 it is unfrozen and given burning status of 1)
-Ignition: Costs
to maintain. Fire spells that deal damage add 1 burning status to their target for every 2 damage.
-Torber: Can only cast on frozen targets. Target creature gains hypothermia status giving it -1/+2 each round. Effect is removed if creature has 0 or less attack points or is no longer frozen.
-Venus fly trap: 0/5 creature with vine snare ability
-Vine snare ability: can only target creatures whos attack is lower than this creature's life points. Target creature is stunned for 1 round and gets -0/-1. If the creature dies, venus fly trap gains +1/+1 (will trigger poisoning on ingestion of venomous creatures just like devour would)
-Crest of the plague lord: Gain 1 point of life each time a player or creature takes poison damage.
-Venom bolt: deal 1 poison status to the target for every 10 death quanta you have, rounding up.
-Hand grenade (permanent type card): activate to target a point on the field. At the end of your next turn the grenade will detonate dealing 10 damage divided evenly to any creatures on or adjacent to that point and 5 damage to the player whom had their field targeted. If grenade is destroyed before detonating it will target a random point on your field instead of the chosen point.
-Self loathing spell: target creature deals its attack damage to itself
-Cloak and dagger permanent: If your weapon is a dagger type weapon (dagger, vampire stileto, arsenic) it deals double damage if you also have a cloak active
-Shield bash: Deals damage equal to your shields casting cost to your opponent +1 for each point of damage absorbance the shield has (e.g. titanium shield deals 4 damage +2 for a total of 6 damage). Upgraded shields do double the base damage. May also activate shield special abilities as follows:
Thons - chance to poison opponent
Skull shield - chance to destroy opponents weapon
Frost shield - chance to freeze opponents weapon
Procrastination - chance to inflict delay on opponents weapon
Solar Shield - gain
Fire shield - deal an extra 1 damage
-Curator of ages: 0/3 creature. Has curator ability:
Whenever a permanent you control is destroyed there is a chance that it will be sent back to a random point in your deck. (may add some associated quanta cost as well)
-Materilization spell: (i'm thinking earth as the element) Immortal creatures lose immortal status till the beginning of your next round.
-Blizzard: Deals 1 damage to all creatures (2 to flying creatures). Damaged creatures have a chance of being frozen.
-Anti gravity: Target creature gains airborne attribute
-Earthen Haven (shield or permanent): Flying creatures cant attack you and non airborne creatures deal half damage, but burrowed creatures deal double damage (e.g. counters the halving due to burrow). Lasts 5 rounds (like wings)
--I came up with the last two because after getting frustrated that dagger, sword, bow, and hammer were pretty much a waste of animate weapon since it takes 2 cards to do what most creature cards do with 1 and generally aren't that much better.
-Throw weapon spell: Instantly deal your weapons damage to a target. One of the following then happens: you weapon is scattered (goes to random spot in your deck), your weapon breaks (destroyed), your weapon is recovered (remains in hand). Ranged weapons will remain in hand instead of being scattered. Daggers do an additional 1 damage.
-Spear cannon: (permanent or creature) has throw weapon as an ability. Cannot be used if you have a ranged weapon.