Far too UP for the cost, unless it produces much more than 1 quantum. Existing generators all cost 0 or 1, and this requires a creature in play already (meaning you already have generated quanta of that type).
Immolation and soul catcher require a creature to be played, and also die to produce quanta, this lets them live. I suppose I could lower the cost by 2 on each but it's meant to run in decks with more than 2 elements to help balance the quanta production and 6 quanta for a trio is pretty easy to get.
Could actually be a nice idea if it cost 1 quanta of a certain element (say, for enhanced Adrenaline synergy). It could act as mini-lobo, it could be used to round out quanta production in trio decks and its versatility + lobo effect would make for an intresting mechanic. Maybe even 2 | 1 .
It doesn't (at the moment) lobo, it's meant to be an additional skill the creature learns, supplementing any other skill the creature has. For example you throw this on a a deja vu, it doesn't lose it's deja vu skill it just gains the ability to produce
. This would double the production of any creature that already produces quanta like dragonfly or gnome rider