I don't usually think game balance too much because these are just ideas and it's the developer who later does the balancing. However, this card seems so OP that it has to be nerfed somehow or the idea is unusable. This would give you an insane advantage early in the game because you could very fast dump the whole hand on the table and rush to victory.
Here was the other idea that I had in mind; more of a "Go For Broke" mechanic for the end of a game.
All of your pillars are destroyed. Any pillars in your hand or deck are lost. For two turns, you have unlimited quanta and do not take damage of any form. The effect does not stack and you cannot play the card while it is already in effect.
1) You are drastically overvaluing the loss of pillars/pendulums/marks/Cremations/Supernovas.
2) Not taking damage for 2 turns is better than 2/3 of a Dimensional Shield
3) Unlimited quanta is VERY valuable. Especially with Fractal Dragons.
4) A "Go For Broke" effect needs a very heavy cost that is not directly related to the benefit it provides. (Miracle costs lots of
and provides lots of healing. Note that healing is not directly related to quanta production.)
5) The higher the magnitude of the effect the harder it is to balance at a usable cost.
Cremation and Miracle are good examples of large resource conversions.