All right, let's see.
A Chimera is any creature composed of parts of other creatures. The traditional Greek Chimera (that Bellerophon fought) was, according to Homer, "a thing of immortal make, not human, lion-fronted and snake behind, a goat in the middle,[2] and snorting out the breath of the terrible flame of bright fire."
Chimera is either a lion with a snake for a tail, or any combination of two or more creatures. I don't see any reason why he should be given random abilities of these sort. The abilities I see being given to a Chimera would either be infect, poison or devour
As such, the ability to burn creatures (Sniper) and objects (Destroy) are perfectly in line. The Deja Vu ability I added purely to make the creature worthy of Rare status - every 3rd turn on average, it can replicate itself, making something you have to deal with early while you still have something left to fight back with. I suppose replacing Deja Vu with Devour wouldn't be too bad of an idea, but I think the Deja Vu power, while it might not be 'traditional', makes for high interest without creating imbalance.
As for Golemnic Shield: Does that mean that I can make my Diamond Shield an 8/12 which still reduces damage by 3? If so, does that mean I can play another shield (I'm picturing it like Animate Weapon)?
I like the concept but being able to fully act as a shield while you can still place another one doesn't seem to be in the interests of far play
Animated Weapons still deal their normal damage in addition to having their special abilities. Perhaps the Power given to the shields is too high. Maybe 3+(damage prevented)? The idea here is to allow you to have multiple shield effects in play, yes. Stacking a Jade Shield with a Titanium Shield for 5 damage prevented plus spell reflection, for example.
Three life seems like a bit much. The only creature that does mass damage to date that I know of is retrovirus which only does 1 damage each turn and costs 2 death.
I find it interesting that you don't really object to Controlled Cyclone, but an even-more-destructible card that has a less profound effect doesn't get the same logic applied to it.
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The basic idea here is that you have to kill a creature all the way if you're going to attack it at all -- this negates Eagle's Eye and Fire Storm as ways of building up damage.
That's good as long as the user loses all there time quanta after casting it.
Good point; I'll edit it.
I don't find quanta to be in that short of supply later in the game
The purpose here is to allow those Entropy-mark rainbow decks another way to beat Seism.
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This card shouldn't be an artifact. There'd be no way to counter and people would have to play with the effects. The only playable cards would be spark, photon, and dagger.
Sorry, the drain would happen
before quanta are generated for the turn. Basically you never have more quanta to use than you can generate in one turn. BTW, include Holy Flash and Improved Sundial on that list.
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I rather like Umbra, though, except something like "Nova, Umbra, Black Dragon" on the first turn would be a TAD OP...>.<"
Not that different from "Spark, Cremate, Burning Tower, Crimson Dragon". It's already doable in a monocolor deck. The real danger, as Evil Hamster said, is the 5th-turn drain life. Monoblack, Mark of Entropy. Turn 1: 4 Black Pillars = 4 Darkness Quanta.
Turn 2: 8D, 1E available. Turn 3: +1 Black Pillar, 13D, 2E available, then say 3x Supernova +Umbra gives 67 more D for a total of 80 DQ. Turn 4, 85D. Turn 5, +1 Black Pillar, 91D available. That's 20 life drained per Siphon Life played.
Hmm...maybe that's not as dangerous as it appears.