I updated the card with uncopyrighted art and automatic
absorption. If by the end of the caster's turn, there is no
quanta, it gets destroyed similarly to Flooding.
So, what you refered as "sinergies" are mostly the anticipation to this card's disadvantage?
Mostly yes. These "synergies" don't unlock other strategies than what Entropic Field already grants, but it's an advantage if you are prepared to play around an effect that your opponent isn't prepared for.
Will status / buffs /debuffs be retained?
E.g. if I have a charger in play and this effect triggers, will the new creature retain the momentum buff?
What about poison and adrenaline, etc.
Sadly no. "Apart from changing the played creatures, no other effects are put on them, e.g: If you wanted to play a Graboid, the creature you will get instead won't enter the game burrowed." This also means that if you wanted to play a Charger, the creature it turns into won't have momentum.
When Entropic Field is played though, creatures that were summoned before playing Ent.Field won't be affected, but I really hope that the low cost will disable the opponent from playing too much creatures early.
This card is quite useful against 'pumpable' creatures... e.g. otyugh, fire / forest spirit, lava golemn etc. since it can prevent them from growing.
It also makes a rather nice counter to spells and effects that slowly damage or degrade your creatures...
It makes an interesting soft-(ish) counter to flooding decks since the randomly generated creatures have a relatively low chance of being water, so your opponent would no longer be able to count on outnumbering you.
In the card description, I tried to imply "Newly played creatures turn into different creatures with equal cost", so it can't change already pumped or damaged creatures. For that purpose though, Mutation would combo nicely, which is also in-element.
So at the moment, what do you all think? Is this card strong, weak or somewhere inbetween? ^^" I can't decide if I should buff or nerf anything.