Storm ... mass conversion... costs two pips and places a storm to myth conversion on all opponents
Fire ... mass conversion... costs two pips and places a fire to ice conversion on all opponents
Ice ... mass conversion... costs two pips and places an ice to fire conversion onn all opponents
Ice is a bit weaker than fire and storm so I also favor giving it a mass shielding card... shield team ... costs three pips and casts a tower shield on all team mates (this makes everyone want to play with ice players which would be nice as no one wants to play much with them now)
Myth ... mass conversion... costs two pips and places a myth to storm conversion on all opponents
Myth is still a bit weaker than the other schools so I also favor giving it a protection card... protect life... costs three pips and gives myth a charm that protects myth from dieing during any attack that would kill myth. Any attack that would have killed myth would instead leave myth with one point of health.
Death ... mass conversion... costs two pips and places a death to life conversion on all opponents
Life ... mass conversion ... costs two pips and places a life to death conversion on all opponents
Life ... (lacks a mass attack so is given one more thing) ... unicorn attack ... costs two pips and would give life a blade that converts unicorn into a damage card (this would be a nice attack as healing charms could be placed down first, followed by unicorn attack, followed by life damage blades ... then all a life has to do is cast a unicorn)
Balance ... mass targetting reduction ... costs two pips and reduces chance to cast by 45% for next attack (same as dark mantle except on all opponents)