I think the person playing the card should still be able to draw a new card plus attacking a second time. However, the new card can't be played in that turn.
I had intended for the Time quanta drain to prohibit playing the card two turns in a row but hadn't thought about the quanta gain that takes place at the end of the first turn. Durr. Obviously if you had 10 Time pillars up and were good at flipping coins, you could take seven turns in a row and we can't have that.
Also, I misread dragonhuman's post earlier. I'd meant the card to say what I think it currently does: you take 15 damage if you win the flip. It's nerfier if you take damage when you win, because you can't use the card on a turn where you were going to lose anyway and snag a win.
An appropriate nerf of the card is not to draw when you win. Maybe that plus increasing the cost to 15 plus increasing damage is nerfy enough?
Or maybe back to the drawing board: instead of winning a turn you win a half-turn, wherein either
a) There is no card draw or quanta gain, or
b) Creatures are effectively in a time bubble but card draws, quanta gains, etc. occur normally.
I'm pretty flexible here so if anybody has thoughts, lemme have em.