Awesome thread! There are a lot of cards and abilities with effects / side effects that aren't explained completely. Wish I had seen some of these when I first started playing. I've found a few things out that weren't mentioned in the original post.
-Apologies for lacking organization as in the original post. Trying to do so got a bit too confusing-
*Voodoo will affect weapons that are immaterial (morning glory or weapons w/ protect artifact). This makes voodoo dolls very useful against such weapons.
*When copying a voodoo doll, if the doll being copy is damaged the one that is made will also be damaged. Interestingly this results in dealing corresponding damage to the opponent. This damage is based on the difference between the dolls current and maximum life. E.g. if you hit a doll w/ basalisk blood, and zap it down to 1 hp then copy it, the copy will do 35 damage! (20 +15)
*Spells w/ effects based on remaining quanta will subtract quanta FIRST then calculate the effect (so if you cast firebolt w/ 10 quanta it only sees 7 since it costs 3)
*Rage potion says it causes +5/-5, but it doesn't actually change max hit points, it just does damage. You can heal the creature back to full if it survives. Same for accelerate.
*Lobotomize will remove the momentum effect but not the adrenaline effect.
*Animate weapon and flying weapon will give different weapons different numbers of hitpoints. Titan and pulverizer are the two toughest. Vampire stilleto and daggers are the weakest... there's probably a table out there somewhere. It's worthwhile looking this up if you plan on using the spell a lot in a deck.
*Catapults will deal extra damage for frozen creatures... but for some reason this doesnt seem to work right on creatures hit with congeal, the upped version
*Pheonix will turn into a malignant cell instead of ash due to alfatoxin.
*Creatures that deal negative damage (due to antimatter) bypass shields and gravity pull. They also will still trigger venom when doing so. I.e. a scorpion with -1 damage acts as if it has momentum.
*The guard ability on vanadium warriors will actually heal creatures if the warden has a negative damage value.
*Devourer's devour ability is affected by adrenaline but only a max of 2 times even if it attacks more than that. Dito for venomous creatures.
*Devour cannot be removed by lobotomize. It can however be stopped by freezing or delaying the devourer.
*A Copy of a creature that has doubled its damage with dive will be treated as if it had the upgraded damage as its normal damage. This can be used to successively double damage. This doesn't seem to work with sky blitz however, in fact, if you arent careful it can undo all your hard work.
*Timing butterfly effect is tricky. The creature can use the destroy ability immediately providing that:
1) It has not already used an ability this turn
2) It was not just cast this turn
3) It has not been lobotomized (I'm not sure on this but I think it will have to wait even if lobotomized several turns ago)