The card has 2 main functions:
1) converts quanta from
to
2) provides a flooding effect in central slots
and one side function (was more of an afterthought, so I'm open to changing / removing it) - protects
creatures from the flooding
When you play the card these field slots get flooded (marked by an F)
x x x F F x x x
x x F F F x x
x x x F F x x x
this affects both sides of the field (like flood, just a different set of slots)
The card lasts up to 3 turns (4 upgraded) and sucks up 1
each turn and converts it to
for you.
While it lasts,
creatures will not drowned due to the flood effect (may be taken out if people want since it is a little hard to justify thematically)
This could be useful, for instance, in a duo deck, particularly one that is heavy on
, but has a few
cards that will be needed (trident and flood comes to mind, but freeze or icebolt could also be used, maybe a nymphs tear if you are patient).
It will make flooding quite devestating since it will flood an additional 3 squares for a few rounds and will even provide quanta needed to maintain flooding for a few turns (would need 2 geysers)
Lastly, the flooding of the central squares makes this card useful for stalling rush decks a few rounds since the first creature played will always go to the center slot first.
I'm not sure if burrowed creatures are immune to flooding... if so then the "prevents
creatures from drowning" can be pulled out. (e.g. the game would go something like - play antlion, burrow. play geyser to suppress enemy creatures. Use water to generated to play tiredent, freeze, or other water cards. unburrow antlion and play other burrowers when geyser runs out. Burrow them next round, then play another geyser... etc.)