Compare with miracle: min 15 cost unupped
Fade:
min: cost = 2, 1 discard; heal = 15
max: cost = 2, 7 discard; heal = 105
At 7 cards, the effect is 1 hp greater than miracle in absence of total hp gaining cards. Therefore, we need to ask if 15+ quanta is a similar (or slightly greater, given miracle's added life gain utility) cost to fade. In other words, is the opportunity cost of 7 random cards equal to 13+ quanta. IMO it is not. If you are stalling, most likely you will have a larger hand than if you are rushing. These cards would have some added benefit, which would be greater than approx. 2 quanta/card in most stalls imo, especially since in absence of denial, quanta become more plentiful late game. ...but fade can be used in absence of a pure stall! Let's consider using this in a deck that tends to empty its hand quickly then. At 2 cards (including fade) in hand, compare to heal: 2 + discard for 15 hp < 3 for 20 hp. At 2 cards, 2 + 2 discard for 30 hp < 3 for 20 hp imo. The opportunity cost of losing your hand is not worth the quanta saved imo.
I admit, it's a wickedly cool mechanic, and props for the idea. I don't think the utility is there though.
Unfortunately, it doesn't include fade. Check out the notes. The main reason for this card is to be able to save some games when your hand is jammed, and the low cost makes it splashable. Also, it doesn't drain all your .
Oh, I know it doesn't include fade, but your max hand size is 8, so the max discard is 7
The light drain was only a reference to miracle.
Hmm...good point on saving your game when your hand is jammed. I didn't think of that. Still...in most cases, your hand won't be jammed so, I wonder if this would be too situational and just benefit fractal decks, vs. denial, and of course, bad RNG.