I would suggest that the cost creates one of the two effects, affecting both players, and using it a second time swaps them.
Wouldn't it destroy almost any use of the ability when both players would affected with the same bonus/malus?
In the long term, the ability is useless, as it averages out to be a null net gain. It can be useful in some circumstances, but not enough to warrant using it.
Actually, on average you're at negative quanta due to the high cost of a card and high cost of an ability.
I dont get why would you want to spend 6 quanta to play weak creature and than spend 3 more quanta to have something that can lower your quanta production or boost your opponents based on pure coin flip? Luck factor in this card is really unnecessary.
Also, you need NINE pillars in play for just ability cost to break even IF you happen to get lucky and get a boost.
But the basic idea of having a creature the increasing/decreasing is ok so that I only need to change the idea so that it would be stronger?
What do you think about this change:
Quantum Tides: The target pillar gets affected by ebb and flood. When you target a pillars with Tides in effect, change the tides.
* ebb halves the quantum production, flow doubles it
* you always start with flood and your opponent always starts with ebb
* ebb and flow change every round-> you have to pay every round to maintain your favored tide