Hmm...lesse what I can think of...I like the idea of 24 abilities as something that is somewhat overpowered can be fair in terms of mono decks vs rainbow decks which have a natural advantage. Aka, it is incentive to play a mono deck.
Earth: 1. Ability: stone quantum is drained at a rate of 1 per point of damage (aka defense, what the mark is best at).
2. Passive: All creatures have +1 hp (I R ORIGUNALL *smashes something*). Maybe start at 105 life too?
Air: 1. Ability: pay 2 air quantum to deal 1 damage to a target (Air is good at damage and creature control. Sniping at just the right time is well within its domain.).
2. Passive: 5% miss chance (Air SHOULD be harder to hit. Flight is an advantage all its own...)
Fire: 1. Passive: Gain 1 extra fire a turn (More stunning originality from me, but darnit, it fits the mark like a glove.).
2. Ability: Pay 2 fire quantum to lower a creature's defense by two and raise its attack by two (Fire never did much care for that defense thing)
Water: 1. Passive: Shifts between +1 attack, +0, +1 def, and +0 for all creatures in a 4 turn cycle (Tides essentially. Water in a nutshell.)
2. Ability: Pay two water quantum to remove 1 poison counter (a bit specific, but poison stings, and water is good at making it not sting...somehow.)
Light: 1. Passive: Gain 2 hp a turn (I would be willing to say 3, but it might be a taaad too much unless everything else gets bumped up a touch maybe).
2. Ability: Pay 2 light quantum to create a photon of light (Expending energy to create photons is how light exists. Huzzah knowledge!)
Darkness: 1. Passive: Dark creatures cost 1 less to play (Fits with the speed aspect of Dark).
2. Ability: Pay 2 dark quantum to drain 1 life from a target and add to your life (I admit this is like Air's but a touch better, but to be fair, Dusk Mantle and Fog share a similar relationship.)
Halfway done...whew. Time to take a breather...
*breathes*
...aaaaaaand back! With another fun idea I think would be neat if this mark ability system is implemented. In short, it is the idea of resonance. If two elements of the same mark face each other, their effects are doubled. Fire1 would gain 2 extra quantum, Water1 would cycle with +2, Entropy would have a 20% chance of mutation (I just love the thought of a truly chaotic battle. I almost want to make a special exception in Entropy's case as it is so chaotic setting the resonance at 100% for maximum chaotic fun) etc. Nothing too spectacular, but it would add another level of fun perhaps.
Entropy: 1. Passive: 10% chance of a random mutation of any creature on the playing field (5% felt too low, hell, 10% feels low, but I suppose we can't break the game with toooo much chaos. Shame. I love chaos.)
2. Ability: Pay 2 entropy quantum to cause a random effect on one of your creatures (Did I mention I love chaos?)
Gravity: 1. Passive: Enemy creatures have 1 less hp with a minimum of 1 (Sorta represents higher gravity and makes things a touch easier on them otyughs. No one to zero though, that would be a bit much I think.).
2. Passive: 5% chance an enemy creature will be 'pulled' to your side. (Maybe a bit of a stretch, but Gravity is a hard mark to do with much fairness..)
Time: 1. Passive: 5% chance to nullify damage received the previous turn. (I'll be damned if I include a card draw effect, mono time has that covered enough as is.)
2. Active: Pay 10 time quantum to copy the last spell played (Too much perhaps, but time is grand like that.).
Aether: 1. Passive: Nullifies opponent's mark ability (How much more Aether can you get?)
2. Passive: 5% chance of a creature you control becomming immaterial (Could hurt in some cases though...but a deck with this in mind could be arranged)
Life: 1. Passive: 10% chance a creature will survive a death effect (Wanted to make this so that a creature had a second life of sorts, but that would be broken in a rainbow deck...).
2. 2. Passive: Player survives death once with 1 hp (I have seen a number of games where one more turn would have made a difference. Life deserves life I'd say.).
Death: Active: Pay 5 bone quantum to combine 5 skeletons into one bone dragon (*insert Voltron transformation sequence*).
2. Passive: 10% chance a random opponent creature will die (I figure this balances nicely with Life1.).
Phew...that took a good couple of hours...
While I did try and keep some semblance of balance in mind, I probably overdid it on a few things. I did try to make ability 1 more for a mono deck and ability 2 more for a rainbow deck, though this wasn't an ironclad rule. I am especially fond of my tide concept, and I am absolutely smitten with the idea of a super chaotic entropy battle...
I think we could make this work....now I'll be sad if it doesn't happen in some form. I don't want to be sad...anymore...*lets a single tear fall*
*decides to post before he gets too melodramatic*