Permanents which cost one element to deploy, then three other elements in sequence over subsequent turns, and then remove themselves upon completion.
The effects should escalate -- it should be tactically important to destroy the Permanent before completion.
Material Wheel5

- player gains 10 max health and heals 10
5

- player gains 2 purity tokens and opponent's creatures are frozen for 1 round
5

- player's creatures ignore shield for 1 round
5

- 30 spell damage to opponent
Spirit Journey5

- cloak for 1 round and opponent's creatures can't attack
5

- player heals 20
5

- all of your creatures gain +2|+2 and are healed 5 points
5

- opponent's creatures take 5 spell damage each and gain 1 poison counter
Cardinal Cycle5

- silence opponent for 1 turn
5

- delay opponent's creatures for 1 turn
5

- randomize all of opponent's quanta
5

- drain 3 of each quanta from opponent and heal yourself by the amount drained