But unless you are against another rush, you wouldn't need to have drawn these cards consecutively- say you have the 10 fire pillars down which I hope you agree isn't that big a leap for a fire deck to have done- throughout the game you wouldn't play the berserks until you need to i.e. the end few turns. By then a good fire rush would already have some strong creatures out- and a lava golem rush can continue growing with the earth quanta. It is easy to chain dimensional shields on the last 18 turns because you keep them in your hand and at least dimensional shields can be bypassed by momentum, steal or deflagration. this can only be stopped by quanta control.
On the flipside, this card is almost twice as expensive and costs all your quantum - you can't simply play at your leisure in rush to rush combat as you're busy playing everything else and draining your quantum in the process. In a fire rush, this would be a draw that would slow you down and probably not worth the Crimson Dragon or Phoenix you had to replace for it.
Rushes aren't the only type of deck that can counter this card : there are also a variety of stall/domination decks that weaken this card as well:
OTK stall - Unless you successfully predict the OTK, the game becomes a matter of when to use this card at the right time. Also, 15 cards just to counter this type leaves you with less room to build up on damage through creatures and spells, which more flexible rushes and domination decks would defeats having not been geared to specifically counter an OTK.
Deckout - This card only protects your HP, not your deck. Again an Eternity stall, it automatically becomes at least 2
+ 1 card more expensive unless your opponent has no creatures. Against a PA'd Eternity stall, you have 6 dead cards in your deck.
Various denial decks such as Pestal and Discord/BH can negate this easily as well, unless you're going to bring other cards to help deal with the problem such as RoF and Explosion - by that time, you've gotten a full deck, but not one that can be offensively oriented to outstall an opponent or win through battles of attrition just by chaining itself. (Miracle users can use max-hp increase cards to improve their chances much more effectively of deckout, Dimshield decks have much better chances to win through stready damage due to longer duration and immaterial creatures, and Eternity can act as a CC until endgame where effective denial/healing can render your opponent unable to stop his deckout.)
I should also add I think miracle is OP too especially in fractal RoL/ hope decks.
That's somewhat off topic since the main card is not Miracle, but:
Miracle is the most expensive card in the game. It's upgrade makes it the 3rd most expensive (Ranking behind Unupped Miracle and Upped Phase Dragon).
You'll be most likely using that quantum to play Dragons/Crusaders/Angels + Hope, which already takes a good amount of quanta to work well. Adding Miracle means you have to add more quantum producers, which could bloat the deck unless you play carefully. (Generally, if you have a high defense value with Hope, you shouldn't even need Miracle to win except for money purposes).
Ah. I KNEW I forgot something in notes this time. (I've tried to post this card no fewer than 5 times, each time met will failure and I had to restart.) Yes, my one concern about this card is that it isn't costly enough. I personally think it's fine, but that's just me. Why you'd want to play 6 of these and drain all your quanta each time is a little beyond me, but it IS doable I suppose. Seems like 6 Miracles would be insanely more effective and only slightly more difficult to manage.
I think the spell is costly enough. It's useful in last-ditch situations, but overall Miracle is superior in most high-cost, stay-alive situations for a higher cost (given
is the element of quality (higher costs for better stats/effect) and healing (self-explanatory), this makes sense.)