Idea 1: Time Time involves charm/ward/utility spells that are more powerful than other spells of the same kind, but the catch is they take a certain amount of rounds to activate, meaning they require planning to utilize them properly. As you get higher level versions of Time spells, they become very powerful, but in return require more rounds to activate. Some examples of the highest versions (no names) +250% blade after 4 rounds +80% blade to all friends after 4 rounds Heal 1200 to self after 5 rounds +70% trap to all enemies after 4 rounds -60% accuracy to all enemies after 3 rounds
Idea 2: Planet or Galaxy Planetary (or Galactic, not sure yet) magic gives us the power to perform outside of regular gameplay. Essentially, these spells allow us to perform cheats like bosses. I won't go into all the possibilities, but I'm thinking mainly utility spells, no damage casting spells as that would be too unfair. The four main types would be every-round cheats, X amount of round cheats, after taking damage cheats, and after an enemy heals cheats. To keep players from using too many of these spells, decks could obtain a new "cheat" section, where we can select a certain amount of our planet spells that we want. To be fair, when we can first learn these spells we should only be able to pick one cheat, but maybe every 2 or 5 levels or so we can unlock another slot, or another idea is simply some decks come with more cheat slots than others.
It is rather op, but that was just an example. It would be intended to be the final tier of that category (compare to colossal of the sun school) so for example, to get it you would first have needed to get the first 4-5 spells as well as gain around 20-50 levels.. So it's really not The first version would be something like this +50% blade after one round ..then +75 blade after two rounds .. +160% blade after three rounds and finally the last one
I like the idea of a Time School and a Space School but you ideas for them weren't very realistic. For the Time School I think a set of spells which trigger in later turns or increase in strength as time goes by.
Example:
Time Blade Cost 0 Effect: Add a +50% to next Attack. Blade appears in 4 turns.