ttw = turns to win
it's basically how to measure how fast a deck is. See link for more details
http://elementscommunity.org/forum/index.php/topic,17903.0/topicseen.html
basically mormegil is saying that an already fast deck could get much faster with these.
@mormegil
I don't know as I've seen any pillarless fractal decks o_O
or am I misreading your post?
Corrected - it was a typo. I meant rush decks.
But , this has a very low chance of occuring (Sorry, I'm a huge math and probability person). Because, the flashes might use 2 fire and 1 water to create the fire, thus only giving you a gain of 1 fire. I understand you can chain these, but with a max of 6 of each type in your deck, when will this ever (Realisticaly)occur? Do you think the change I suggested above (both versions cost 4, upgraded version doesn't consume any of the flash's element's quantnum when played) would balance it? That way, you would always 'lose' 1 quantnum.
No, the problem isn't in the quanta management - I mean, if you nerf that, you make that part useless, and that's the main part of the card idea. The problem is in the drawing aspect.
Also, since you are a huge math person, make the actual calculations about that: you'll find out that after one photon + cremation + fire flash, the probability to have 12 fire quanta is exactly 75%. And still, the quanta is not the problem here. The draw is.
Speaking of probability, take the Shrieker Rush - a very popular rush deck. It's build is - in case you don't know - 6x Graboid, 6x Shrieker, 1x Long Sword, 17x Stone Tower. Time Mark.
Imagine adding 6x Earth Flash to this, taking out some towers and probably a creature or two. Since auto-mulligan exists, you still have a high chance to have some towers in your opening hand. I played with this deck and often had about 5 towers in my opening hand (which was quite annoying). Now, starting from first turn if you have 3 towers, or second turn if you have at least 1 (VERY likely), you can play with impunity any Earth Flash you have in hand. Probably will empty your Time quanta, since it's off your mark? Not really. You either have a Graboid out - in which case Time quanta will be used to power that BEFORE flash is played, or you haven't - in which case you don't need time quanta.
So, you play the flash. You have only earth quanta. Flash consumes 3 earth and adds 3 earth. Say you nerf it as you suggested, it still consumes ONE earth quanta. It's like a precognition, except it's for ANY element, and in some cases - see cremation rush - it's even useful. You exchange one card in your hand for one card in your deck - with about no cost. That increases the odds of finding creatures more often. If you take out some pillars, you still will find the pillars more often. It's basically shrinking the deck, making more likely great hands and less likely bad draws.
It's a great card, and I can't even imagine playing a rush deck without this. Even the speedbows will use Entropic Flash + Supernovas to a GREAT effect. QT + Entropic Flash = SN on the first turn, even in a classic speedbow. You play 6 of these, the odds of opening with two SNovas are GREAT. That's a 4 turn win in most cases. Talk about outrushing Rainbow...