I agree that it would cause a pain for decks that require specific cards for combos, but remember that this card effects the user too. Each time either player has a turn, they lose a card, so it is risky to use (unless you try to keep an empty hand anyway. Thematically, I wanted to create a denial card. My first thought was a sort of devourer-like effect that made it harder to play cards. I wanted to make it weaker than the devourer effect, because its effect doesn't compound over several turns, however it has an edge over decks that produce a variety of quanta to limit the effect of devourers because all cards cost one more quanta (and as such effectively sets all quanta pools at -1).
The second mechanic to reduce HP of creatures entering play was an attempt at help CC and indirectly allow denial through better control. Idea came from the weakening of the human body when in space, (near zero-g environments cause bones and muscles to weaken) and the closest thing to emptiness is outer space.
Since this HP reduction was not met with much enthusiasm, I tried again for a different a denial mechanic. Hand control is the next thing I thought of, and from there it sort of evolved into random cards leave your hand. If you think that the current proposed effect is too strong, what do you think of this: One random card slot of the turn player is discarded.
Anyway, an upkeep cost (
quanta most likely, but could be any) will be added. What do you think about not having an explicit upkeep cost, but instead have this card randomly destroy one of your other permanents 30% of the time? (Each turn you have a 30% chance to lose a random permanent other than Emptiness)
@ Aves (anyone really) Could you point me to past examples of hand control card ideas? I feel like looking at them and the response they got could help me in developing this card idea.