Yes I know it's kinda long winded in the card text but this is based off of SG's combo killers card mechanic. So it has 3 attacks and some of the wording won't be needed if the card makes it all the way.
That's fine. However, SG's idea manages to use existing mechanics that are already in place, but 'renamed' to give it a twist to make it more believable for an 'undead ninja'. While some of the words won't be needed, your card does TWO new mechanics which is hard to write/fit into a description box of that size.
Now to address the "Taunt" unlike most of the combo killer cards this does not use Unstoppable as the opening attack so it's a very weak attack. A taunt or distraction to cause the opponent to loose focus and hence the minor drain of 1 to 4 random points of quanta. "Slap and Roll" well I guess it should be "Punch and Flip" as this is a stronger attack based on how big the distraction of the taunt was or how big the opening was left.
The yellow text isn't very convincing...
If you think about it, the other opposing elemental player is ALREADY distracted by your creatures by them dealing damage to you directly. While a taunt/distraction may cause some people to lose focus, I find it a little bit strange that a distraction would physically remove
energy (isn't that what quanta is?) from an elemental being of high power, let alone power up the 'Slap and Roll' technique in itself.
On a side note, removing quanta I feel sort of slaps the Devourer/Pest in the face, because you're making its unique passive skill an active 'combo' ability.
In regards to Slap and Roll, what would happen if you (for one reason or another) didn't remove quanta from the opponent on the first 'Taunt' combo? Just 1 (or 3 upgraded) damage total? It seems so weak and overly chance based - removing the quanta, which affects how strong your attack is, which then affects your third attack and possibly what you scramble, etc.
It's a set up for the ever popular "Boot to the Head" as in the attacker does a back flip or roll onto the back before launching a kick to the head of the opponent and scrambling his thoughts. Where as the first attack is a set up for the next two attacks it's weaker. The second and third attacks are using the opening gained by the first to deal greater damage. Also it's entropy and that mean there should be at least 1 random factor in this style of card. Preferably more.
Less is more in some cases. Especially Entropy, when chance is
already such a huge deal in Elements. Here's my question, again: if you need to keep one mechanic on this card, what would it be, and why? When you answer, I might carve some words off, and your concept won't seem so daunting at first.