Not a climatic name, no good art. Sorry, I'm not an artist. Hopefully you will enjoy the mechanics at least.
Hax shield/Hax Shield (elite) (
http://elementscommunity.org/forum/index.php/topic,10827.0.html)
Second Chance/ Second Chance (elite) (
http://elementscommunity.org/forum/index.php/topic,10826.0.html)
Ooze/Monstrous Ooze (
http://elementscommunity.org/forum/index.php/topic,10820.0.html)
Lethal Taint/Lethal Taint (elite) (
http://elementscommunity.org/forum/index.php/topic,10817.0.html)
Chaos Disciple/Chaos Master (
http://elementscommunity.org/forum/index.php/topic,10816.0.html)
Prism of Chaos/Crystal of Chaos (
http://elementscommunity.org/forum/index.php/topic,10780.0.html)
First two cards are antimatter based. One is a shield that has a chance to antimatter but it might warp itself to your opponent. The other multiplies an antimattered creature's attack by (-2)
A deck consisting this cards could look like this:
15 Amethyst Towers
6 Abominations
3 Hax Shields
6 Second Chances
Mark of Entropy.
You start with abominations for damage and slowly accumulate quanta to play the shield. If it gets into the hands of your opponent and antimatter your creatures, Chance them.
The Monstrous Ooze is my favourite card. I wanted an Entropic version of the Phoenix (hard to kill series). It spams nicely thanks you gravity pull and it's hard to kill via spells thanks to it's absorb. Don't forget that the Ooze might get the gravity pull ability, making it very nasty when in high numbers.
6 Gravity Pull (Upgraded)
10 Amethyst Towers
6 Monstrous Ooze
4 Supernovas
6 creatures from various Elements
Mark of Gravity.
The last 3 cards revolve around mutation
One makes mutants, one benefits from mutants in play and one kills mutants. The deck:
3 Amethyst Towers
6 Supernovas
3 Fallen Druids
3 Aether Towers
6 Monstrous Ooze
3 Quintessence
2 Crystals
2 Masters
2 Taints
Mark of Entropy.
Oozes hopefully will get the gravity pull ability. Druids and Crystals should improve them (if failed, you get your quanta back). Masters should benefit from the growing numbers of mutants in play. Taints are to dispose of exceptionally good experiments from the opponent. Your Masters could be a bit unhappy about it, but we all know how troublesome some Mutants can be.