My only qualms are with the free spell stuff. (It would be better to make most spells free, and have more powerful spells level 1-3) Otherwise, a good idea.
I may end up doing this, but I'm especially worried about balancing powerful direct damage spells because I don't want creatureless decks to be viable.
I like, nothing big to keep track of and can punish and or restrict players for having a huge-beat based deck.
I'd agree with Dragoon, free cards are fine but if they are ever powerful enough spells should consist of some cost. If they are all free your stuck with making weak spells to help accommodate for balanced game-play where it should really be the other way around (I think)?
Yeah, the intention is for spells to be generally weak so that the focus is on summoning creatures. Also, with players having to spend energy to draw cards, spells effectively cost 1 energy each and creatures cost 2-4 energy.
The value of a spell should be equal to the difference between the value of two creatures 1 Lvl apart. So playing an enchantment to boost your Lvl I should make it the same size as your opponent's Lvl II - they paid 1 extra energy while you paid 1 extra card to get the same effect.
Of course, spells that are narrower or that have a drawback will have a bigger payoff. Spells may end up adopting the same energy costs as creatures in the end, but I'm still not sure how I would balance it while keeping the focus on creatures.
Other games give creatures summoning sickness to balance them against spells - But I want creatures to be able to act immediately. For the near future at least I think I'll just keep spells weak and free until I get my head around balancing.