The one turn delay is why it should on average produce a creature more valuable than the 4|4+1.5 quanta mark which is the cost of Fate Egg.
In this case you Data suggests that the average creature summoned is valued at the 4.95|5.27+1.5 quanta mark which is greater than the quanta cost of Fate Egg by about 1quanta.
Now the question is how much of a cost reduction from the average value does 1 turn delay and the randomness deserve? (I think they net a -1 quanta decrease but you may disagree. If you disagree then the above valuations would still be useful to your argument. The polls above seem to value the debuff at -2 quanta.)
A single quanta is nowhere near worth a full turn delay. With grabiod a full turn delay is valued at 4 quanta, and the graboid itself is a worthwhile creature (2/3 untargetable for 3 -> much better damage/cost ratio than immortal, and it absolutely CANNOT be cc'd before it evolves).
Now, two points can be made against giving the delay a value of 4 quanta:
1) Graboid is overpowered. Some people argue this point, but I think this one is valid.
2) Graboid calls for a duo. I don't think this one is valid (explained below)
Yes, graboid decks need quanta from two elements, but the demand for
quanta is so small it's easily met by the mark alone, and then there's usually extra. But more than that graboid may require two elements, but fate egg requires quanta from
all 12 elements. Yes, you can hatch it with just
but the odds of getting a creature you can use are pretty slim.
Think about how many nymphs would be useful in a mono
deck.
Now for two more points for fate egg:
1) It's unreliable. People don't like using fate eggs for the same reason they don't like decks that are prone to bad draws.
2) Many creatures are simply useless in decks that aren't designed around them. Take
nymph for example. You might be able to get a little extra damage in by turning a weak hatch into cells, but over the course of the average 10 turn game that's not going to deal your opponent very much damage, and half the shields in the game will utterly destroy you. And a nymph is considered a fan-freaking-tastic hatch, nevermind dune scorps, cats, vultures etc.
As to the poll:
Yes the option currently leading the poll values the delay at 2 quanta. Heck, my vote is in there. I voted for that option because
there is no option to value it moreAs for the competitive deck argument and the example of Fallen Elf:
1) Fallen Elf is Fate Egg on a stick. Sticks are used more than 1time effects and are less prone to initial bad luck.
2) The current metagame influences which decks are competitive. The metagame is largely comprised of non balance preferences like fast games, ease of use and predictability.
1) NO. Firstly, it is my understanding that in the competition the mutation
spell was used, not Elf/Druid. The reason the spell was used is that it could be played as soon as the egg was, bypassing the 1 turn delay. Second, mutation and hatch are NOT equivalent. When not upgraded a mutation fairly reliably gives a 5/5 abomination, when upgraded (or on the odd chance unupped makes a mutant), it is the equivalent to hatch+chaos power and then randomizing the ability (including such possibilities as steal, destroy and deja vu). Yet fallen druid is not breaking the game right now.
2) Deck speed (outside of how it affects win% -> all other things being equal the deck that deals 100 damage first wins) is mostly a factor in grinding decks, not tournament play. Also, predictability and ease of use both also affect deck balance.
If it was up to me I would reduce the summon cost to 1
(giving the 1 turn delay a value of ~3) and increase the hp to 2 (barely a measurable change). This leaves it worse then graboid in several ways (easier to cc, deals no damage prior to hatching, less reliable). But still makes it a unique and viable tactic IMO.