Hi guys,

First of all, thank you so much for all the feedback.

Balancing:
The game quickly reached 25,000 accounts created, it is much easier now to balance the elements since I can see which strategies are the most popular.

A few ides I have for the next patch:

Light - Reflective shield: Has a chance to reflect spell damage back to the caster (will create a counter-strategy against fire bolt spamming etc.)

Earth - Earthquake: Destroys ALL the same-element pillars targeted.
(Incentive to create multiple elements decks, improves earth element)

Gravity - Meteor impact (Rare): Inflict X damage to the opponent, X in the number of fire quantums, all fire quantums are consumed.
(Gives a nice "finishing move" for the gravity decks)

Life - Regeneration: The creature gains back 1HP (if wounded) at the end of each turn (regenerating creatures would be immune to infection)

Death - Plague: All of the opponents creatures become infected
Death - Poisoned dagger (Rare): Weapon: 2 damages, but adds 1 poison point each time it successfully hits the target.
Death - Improvements and debugging for boneyard.

Time - Divination: Permanent, shows the opponent's cards
(good tactical advantage)
Time - Extinction: Kills all the creatures of the same target species.(Incentive to use variety in the decks, improves time elements)
Time - Cost improvement for the golden hourglass.

Entropy - Mutation: Mutate the target creature into something else, if the creature will survive. (The outcome will randomly kill the creature, turn the creature into an abomination, or create a random "super-creature" using a random creature as a base and adding random skills and attack/HP points. It is an incentive to combine the entropy deck with low cost creatures (sparks, photons, etc.).

I am also fixing some bugs and creating a mini-website for the game.

So... stay tuned for the next versions and keep giving me ideas.