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
That is certainly more interesting. It is controllable, it is counterable. Opens a window for decks with low pillar count, but creature control could screw the strategy.
The only issue I have with it is that the card is a perpetuum mobile. Meaning, if you have 5
pillars, and you use this creature, you're basically increasing quanta production to 9
every turn as it produces the same quanta it is spending. I'd make it unable to target water pillars, making it easier for
to form duo decks. It will be a valuable card to carry; for duo decks to improve production of the other element, for mono decks to deny quanta from opponent.
Speaking of balance, cutting opponents production in half feels very strong while the upkeep is 1
. Maybe reducing that to 1/3 would be better.