Or, alternatively, I can add attack to health and attack becomes zero after attack for a much, much slower game.
This removes the death effects but it might still be too strong in a deckout with lots of healing (
/
duo), since the offense is still gone, even if this gets destroyed (and if you have a creatureless deck you have enough space in your deck to protect this).
This would also have an offensive use, together with catapult.
A targetable spell with this effect was proposed,
http://elementscommunity.org/forum/index.php/topic,47689.msg1060102.html#msg1060102I think that the first step on balancing this would be turning it into a spell (or making this have a duration), so that its not game over for your opponent if they don't have PC. Maybe making the creatures recover as time goes by (it would still slow the game, but not stop it completely).
If you turn it into a spell or permanent, with a timer, you should consider too if it should drain all
quanta or not.