-I probably gave gravity the biggest boost, both for new cards plus an excellent team.
-The new cards play to earth's strong synergies pretty directly (gravity/darkness/light/life etc), and some of their tougher opponents got the shaft. I think they'll do well salvage wise as well.
-Air and light potentially have new very fast decks. Light might have more natural advantages, but I saw team air as a stronger team. I didn't really see the organization in team light to take full advantage of their potential. I would've placed air higher except I don't think a speed deck will win it all with the likelihood of voodoo decks out there.
-Can't see entropy repeating a victory, and new cards open up strategies against them which I don't see them stopping en masse. The addition of sanctuary, cloak, crusader and acceleration probably hurt them more than help.
-Fire has a few new holes, notably what acceleration does to phoenix. I figure fire either stayed in place or fell a bit, while some other teams gained a lot.
-Darkness had a really solid team last war. Their bag of tricks is pretty much on the table already, and little improved by new cards.
-Death has some scary potential if they can figure out how to make use of the new cards. They have an incredible team to do it, it's just a matter of whether they figure out a way to win or not. I figured they'd suffer from poorly fitting salvage though.