So with the current modification, the card only takes effect at the end of your turn, after you receive your quanta from your pillars. That makes it even less useful and more of a one trick pony card.
My turn ends. I get my quanta. I now have 13 quanta, and all of it goes away to damage my opponent.
My next turn starts and I can't play anything, because I have no quanta. If I happen to have exactly 13 quanta in pillars/marks, or a multiple of that, then I can't play anything until I draw another pillar, because as soon as my next turn (where I did nothing and just hit the space bar) ends, I'm going to burn all my quanta again to damage my opponent. Unless I am specifically designing an entire deck around this card and the number 13, having this card in play would be a total annoyance, even moreso when instead of intentionally firing it off this turn, I have to sacrifice my next turn.
The whole point of this card concept is to not play the game. Just design a deck where you do nothing every turn and the card kills the other guy after 8 turns of inaction. 13 was probably chosen intentionally since most fast decks average 9-ish turns to win. If you get this card out in turn 1, along with 4 quantum pillars (or enough novas to keep you going until you have 4 quantum pillars), you'll beat most decks before they beat you. If you draw badly and don't get this card going in turn 1, you'll probably lose unless your opponent has a slow deck. The card just strikes me as too meta-gamey. Instead of beating your opponent with creatures, permanents, and spells, you count quanta.
I could actually see the opposite type of card - every time your opponent's quanta is exactly 13 (or a multiple for upped version), it all goes away and the opponent takes damage. That gives me the hilarious picture in my mind of the other guy at his computer counting on his fingers before he plays anything.