The thread is intended to list at least 1 card of each type. I'm not sure if I should add an explanation of the idea that generated the card, nonetheless feedback is welcomed.
Chroma Dragon 9 :chroma. 4/2 Airborne. When it enters play removes all spells from your hand and permanently gains +3/0 for each discarded."
Noble Mage 3 :chroma. 0/2. When it enters play create a random spell of your mark and place it on top of your deck.
Chroma Nymphette 4 :chroma. 3/3. When it enters play, silence all other Nymphs. 4 :chroma activate the skill of another Nymph, it counts as used.
Quanta wyrm 4 :chroma 3/3. Airborne Strength is thirded while your mark is chroma or have other chroma permanents in play. When this creature attacks it adds 3 quanta of the opposing element of the opponent mark to its quanta pool. This creature gets +1 extra attack for each 15 quanta of opponent opposing mark if has on its pool. (Max 6 at 90)
Ballista 4 :chroma. enters with 3 charges. At the end of the turn it deals 4 damage to the opponent. Spell effects that deals damage to all creatures make ballista lose 1 charge per HP lost. when there's no charges Ballista is destroyed.
Quanta Seal. 1 :chroma . enters with 5 charges. 0: remove a charge, target card is silenced for 1 turn. destroy Quanta seal when it has no charges.
Dispersion 3 :chroma . Whenever target player generates quanta, it will generate it as :chroma instead until it's next turn.
Pedigree 2 :chroma target creature gains +1 atk based on the difference between your mark power and opponent mark power. can target burrowed creatures.
Chroma Blast 5 :chroma Target opponent hand and lower by 1 quanta all his/her cards, then cards without cost are destroyed and deal 1 spell damage to the opponent based on the original card quanta cost.
Rare occurrence 4 :chroma draw the topmost RARE card from your deck. then increase by 1 one your lowest quanta generating pillars/towers/pendulums stack.
Firetail 5 :death 4/4 :fire :fire if this creature deals damage, destroy a life non-quanta producing permanent that opponent controls.
Ghost Ship 4 :death 2/4. aquatic :aether becomes immaterial airborne & psionic until your next turn.
Hydra 4 :death 5/1 Regen 5. Poisonous, Aquatic.
Leech. 2 :death 0/3 When it attacks, remove a poison counter from opponent and gain :life. reduce opponent max hp by 1.
Sarcophagus 2 :death . The next creature that enters your field dies and turns into a mummy. destroy sarcophagus.
Fragility 2 :death. Target creature HP becomes 1.
Chaos Beast. 2 :entropy 0/4. at the start of your turn gain +1 atk then shuffle its stats at random (hp could end as 0).
Pendular Leprose. 4 :entropy 2/4. Swap Attack and HP at the end of each turn. :entropy :entropy give the pendular passive to target creature.
Powerleech 2 :entropy 1/3 aquatic, ranged, purified. :darkness :darkness Power Syphon: Target creature you control loses between 1 to 3 Strength & hp . then generate a chaos seed card in your hand. (Chaos power if upgraded)
Chaos Entity 11 :entropy 8/8 Enters play burrowed and has Airborne while burrowed. Skill reflect(Passive): If this creature is targeted by a creature skill, it targets the creature that used the skill instead of Chaos Entity
Chaos Rift 3 :entropy. Each turn this permanent changes into another permanent at random and it conserves this ability. pay :entropy :entropy or destroy this card at the end of your turn.
Warp effect 2 :entropy Target a card in hand, that card gets an extra effect added to it that could be positive or malicious. (effect would be on play/discard/possible "on death" on creature/perm cards.
Mud Golem 7 :earth. 3/3 Golem /When it attacks, it creates a 1 stack mud shield (prevent 1 attack) on your shield slot (destroy your old one) or add 1 stack to the mud shield.
Rootling. 2 :earth 2/2. :life Burrow. While burrowed you gain 2 life.
Twiceratops 5 :earth 3/12 dinosaur. Effects hitting twiceratops take effect twice.
Claysmith 2 :earth 1/12. :earth. Target a non shield or weapon permanent an opponent controls then pay its cost in :earth quanta. If at least 1 :earth was paid, create a copy of that permanent that will last one turn. (if the permanent has stacks it only gets 1) if it has an ability, it can be readily used and its cost would be in :earth quanta
Mining 3 :earth. Quanta producing creatures produces 1 extra quanta. :earth Unburrow all burrowed creatures.
Windmill. 3 :earth :air: shuffle your hand and gain 2 life if first card cost isn't odd.
Sand Trap 1 :earth :when this enters play opponent's topmost creature card in its deck is moved 3 spaces down +1 for each antlion you have in play. :earth :earth :earth delay target non-airborne creature.
Minerality. 3 :earth Target a quanta pool. your earth pillar/towers/pendulums also generate quanta of that element.
Bury. 2 :earth Target weapon or shield is burrowed and changes its ability to :earth unburrow. (burrowed shields reduce their block by half)
Graviton Alchemist. 3 :gravity 3/1 Passive. When it attacks converts random quanta from your pool into quanta of your mark based on damage it deals.
King slime 6 :gravity 4/12. Takes damage in form of blobs (places blobs in play for damage taken)
Siege Cannon. 3 :gravity Additive. (playing additional siege cannon adds to Effect). :fire target creature you control gains as many copies of momentum as <effect> indicates, then dies after the attack(improved version could cost more but also accelerate?.
Magnetism. 4 :gravity creates a magnetic field between target creature and opponent weapons, when the creature attacks, if it deals damage, return the weapon to the hand.
Recollection 3 :gravity target a permanent card in hand, then that player gets from their deck up to 2 copies of that permanent card.
Volcanoid. 3 :fire 2/3. Volcanoid obtains +1 atk per pillar/pendulum/tower that you lost this game.
Lightning Emperor 5 :fire 5/3 5 0: Gain 1 charge, the cost of this skill increases in 1 :aether per charge it has (máx 5). When it gets to five it deals 5 damage to 3 random targets in the opposing field (including the opponent)
Propagating fire. 2 :fire. Whenever it appears in your field, the opponent takes 5 spell damage. :fire :fire place a copy of Propagating fire on your field.
Charged Bolt. Spell 2 :fire All permanents in play with stacks lose 1 stack, then target player takes spell damage equal to the number of permanents that lost a charge. add 3 more spell damage if your mark is fire.
Dodo. 2 :life 2/2. :death remove all copies of dodo from your deck, hand and from play. trigger a death effect for each one removed.
Boomeranger 4 :life 3/2. 2 :air Deal 2 damage to opponent and spawn a "flying weapon" 1/1 chroma airborne creature on the opponent field with the skill :gravity return to target boomeranger and give that creature +1/+1
Witch-Doctor 2 :life 3/3. Enters play with as many charges as death permanents you have in play. :death Hex: remove 1 charge, target a creature, that creature has a 25% chance to give a poison counter to its owner whenever it uses its skill or attacks. (it can be cumulative like envenom)
World Defender 9 :life. Each turn gains 1 stack for each permanent you control that gives life. 11 :life destroy this card and place a shard golem that counts as using as many "shard of gratitude" as stack this card had.
Evolution 2 :life. Target creature and all its copies obtain an ability matching its quanta. (ability is randomly chosen but all copies gets the same)
Holy Beast. 4 :light 2/27. Whenever it takes damage, it gains 1 purification counter.
Holy Spirit 3 :light 3/2 airborne. Before the attack phase, remove all harmful effects on Holy spirit, if at least 1 effect was removed give it +2/+2.
Sun Temple 4 :light. Last 1 Turn. :time activate all your light emitting creatures as if they attacked.
Swords of Light. 3 :light Target creature is now ranged and gains :light :light delay target airborne creature.
Archerfish. 2 :water 3/3 Aquatic, ranged. :water cancel target creature passive for 1 turn.
Sook 5 :water 4/22 Aquatic. :life place a crab egg in play (it will turn into a Sook or Jimmy in 2 turns). place 3 instead if its on a flooded tile.
Jimmy 8 :water (upgraded sook) 5/29 it enters play in a bubble, if it starts turn without a bubble, gets a bubble. :death Hit weakpoint: This creature is afflicted with the fragility death spell for this turn, opponent can activate this skill.
Sunken Idol. 4 :water :entropy :entropy until end of turn, aquatic creatures enter play with a random passive ability.
Diffusion 4 :water diffusion (could also be a spell/ability). at start of turn check all creatures and If attack is greater than hp, -1|+1. if hp is greater than attack, +1|-1. otherwise nothing happens
Cascade. 1 :water Place on top of target player deck the three most costly cards inside that player deck in decreasing order.
Oracle. 3 :time 2/2. Divination: Cost of divination is the cost of the top card of your deck. if cost is paid, draw the card and discard Oracle.
Time flies. :time. 1/1 airborne. (passive) can use active skills twice. When you discard a card, if it was a creature, copy its active skill.
Embalmers. 4 :time 2/2. 4 :time turn a non-nocturnal creature you control into a mummy, reduce this skill costs by the number of pyramids you control up to a minimum of 1.
Passage of time 2 :time Whenever a :time skill is used, add a stack on this permanent, when it has 5 stacks, remove them and draw a card, if your hand is full, instead turn this card into a golden relic.
Time Bolt. 2 :time it deals 2 spell damage to opponent then places 1 copy of time bolt on top of your deck per each 10 time quanta on your pool.
Undergoing Training. 3 :time All creatures that enter play from now on come with a 1/1 bonus.
Nimbus 3 :air 0/20. airborne. :water :water Drop on random creatures in the field the amount of "poison" or "purify" this creature has on itself. 1 + 1 extra target per 10 water quanta?. (*note I suppose it can't throw hail if creature is frozen)
Alternative Cloud. 3 :air. 0/20 airborne. :aether upload the frozen/delayed/poison status from your creatures to the cloud. this skill can be used even if the cloud is delayed/frozen.
Sandstorm. 3 :air Last 2 turns. :earth :earth :earth non-burrowed creatures in play lose 1 atk , double loss if they are airborne.
Second wind 2 :air target creature recovers half lost hp, then can use again it's skill this turn.
Quantagon 3 :aether 3/2. increase attack by 1 per each 10 quanta the opponent has.
Hydroelectric station. 1 :aether Whenever a water permanent is activated, obtain :aether. 2 :aether Generate :light
Grounding 3 :aether. Disable all spell damage.
Gremlin 2 :darkness 2/2 Nocturnal, Aquatic :entropy :entropy Switch target card in opponent hand with a card the opponent doesn't have quanta to play. Multiply on flood tiles.
Dread Witch 5 :darkness 3/3 Nocturnal. 3 :life Target a card in a player hand and turn it into an upgraded horned frog, when that creature dies, the player recover its card. (*Upped Witch would generate unupped frogs)
Killer 4 :darkness 4/2 Nocturnal. When it enters play add two daggers to your hand. :air Deal 1 damage to target creature, if you have a dagger card in your hand, its discarded and added to the damage dealt with added effects
(Luck Steal)Misfortune 3 :darkness .Reduce opponent % based effects by 5% and increase your % based effects by that amount.
Haunting 3 :darkness. Target permanent is haunted for three turns and creates a 1/1 phantom on opponent field whenever it activates its skill, included passives.
Blindness. 2 :darkness Target player can't see their cards in hand for 3 turns. Cards can still be played for their quanta cost.