A single pillar and a mark can take care of the upkeep of dive.

For the purpose of balance checking, let's try single element.

Roadrunner. 3

, 3, 5, 7 damage, total of 15 over 3 turns. Without buffs it only does 15 damage.

Wyrm, 8

, 3, 6, 6, damage, total of 15 over 3 turns. However, it lasts longer.

For upgraded versions;

Elite Roadrunner, 3: air, 3, 5, 7, 9 damage for a total of 24 over 4 turns, requiring buffs for more.

Elite Wyrm, 8

, 5, 10, 10, 10 for a total of 35 damage over 4 turns, with potential for more.

An OTK with SoP and Roadrunner would take 25 turns. Not dying for twenty five turns would be a pain. TTKO would take 14 turns, and 3TKO would take 11 turns.

With the cockatrice/accel/SoP combo, 24 rounds for a OHKO.

My suggestion; up the price by one

, to match Wyrm. That's mostly the one fix it requires, according to the numbers above.

3 elements is mitigated by Nova, as nova provides quanta for all elements.

2 elements, air/water, still requires the SoP and air pillars. We'll say 2 pillars, so 6 cards vs. 4 cards, 8 quantum vs. 5 quantum. The price increase would fit, because SoP wyrms would grow at the same rate (due to dive.)