Capricorn - Flying discord? Looks okay, not much to say.
Sagittarius - Upgraded snipe only costs 1
, but then it's only 3 damage. And it's balanced by costing 6
for 3 attack. Alone, not a big threat, but an army of them... Though Otyugh does better I think.
Gemini - I think the stats should be N|3 instead. N is half the number of Geminis rounded down plus 1. Then bump the cost up to 5 and 4 for unupped and upped, respectively. Or keep upped at 5
and make it plus 2 instead of plus 1. It's an aether card, so it shouldn't become OP with fractal or twin universe. With 12 Geminis, each will do 7 damage, but that's 30 aether and 6 time, and not exactly fast to set up. 3 hp is easy enough to deal with anyway.
Scarabs have swarm and devour, which work with each other. I don't see how more hp would help Gemini much, so attack seems like a better thing to increase.
Taurus - Looks pretty strong with rage elixir, +9 attack. Heavy armor and elixir again, and that's a scary amount of momentumed damage. Maybe make it so that its hp can't be increased by any means (blessing, chaos power, angels, basilisk blood, etc.)? If poison adds 3 attack every tick, the upped version would be doing 31 damage the turn before it dies, so it's still plenty powerful.
Pisces - Could function as a lobotomizer I guess? The most obvious combination seems to be mono water with this and Steam Machine, removing the need for fire quanta. But really it could turn any duo into something/water. Air/life FFQ becomes air/water FFQ, time/gravity scarabs becomes time/water scarabs, etc. Interesting possibilities.
Aquarius - Question about wording, does "remove up to 3 poison" mean a poison counter of 20 becomes 17? Or does it mean 3 effects, so maybe poison, frozen, and time bubbled? Also, would lobotomy count as an effect? Gravity pull may be desired, but you could just not use the skill on a gravity pulled creature. You may even use it to remove gravity pull from an enemy Armagio or something. So it should be fine.
Virgo - I don't know about this one, since you can't control where creatures are placed other than choosing the order in which you place them. Maybe she could have a higher cost and give +1/+1 to all creatures on your side. Or even have it as an ability, costing
to generate the aura each turn. And it would give -1/-1 instead to any death or darkness creatures.
Aries - This one interests me the most. I think the upped version should also cost 7
but have the skill cost lowered to 1
. This would match Anubis's 2 to 1
for immortality, as well as enchant to protect artifact's 2 to 1. OP? Possibly. But considering Aries can't protect itself, some sort of creature protection would be needed to guarantee he stays on the board to protect permanents. And that's life, earth, and aether, not an easy combination. A rainbow could pull it off, but it still takes time to set up. And Aries + Quint = two cards that aren't helping until they actually get going, and by then you may be dead or your permanents may have all been blown up.
Scorpio - Well they just added three scorpion cards, so I don't know what can be done with this now. Increase its poison?
Leo - Dealing 1 damage to a random creature seems a bit...random. And I don't think devour is great for a creature with 2 or 3 health. Maybe its ability could be swipe: deal 2 damage to the first 3 enemy creatures in the attack order, costs 2
. Or roar: all enemy creatures have -1 attack (meaning their current amount minus one, not negative one) for one turn, I don't know about quanta cost.
Libra - Doesn't seem too useful. 1 is not a lot of quanta drained, and pests do the same for a much lower cost. More quanta should be drained, but without being overpowered. Paradox is a respectable skill, but Libra could use something more unique. Like balance: target creature's stats become X|X, X is the average of its attack and health. This could bring a Ruby Dragon down to 8|8, or a Colossal Dragon up to 19|19. Hmm..perhaps there should be some sort of maximum...imagine a 29|29 flying Titan.
Cancer - Interesting. Against no shield, effectively a 4|8 with growth, gaining 1|2. Against something like permafrost shield, a true 4|8 will do 4 damage over two turns and have two chances to be frozen. Cancer will average 6 damage over two turns and have one chance to be frozen. It should stack with % chance to miss shield multiplicatively though? So against dusk shield, it has a 75% chance to miss, not 100?
These are some really cool ideas. What I said are just suggestions, but the cards are fine as they are. Some might be a bit strong if they actually are added to the game, but I'm sure they'll be balanced and tweaked first, then nerfed or buffed as fit. What's scary is if new false gods are added with some of these cards...