This seems like a really cool card, but does seem a little too efficiently costed. how about raising the cost to 10|9 and making it drain all remaining, but also make it affect the opponents field?
affecting the opponents field would make it a very potent stall so would it even be wise to do such a thing and yes it does require a small to medium cost increase
the thing is, the card is pretty fairly costed, but seems too efficient. making it cost more without doing more would make it too weak, my suggestion (of course nor a perfect one) is just one way to balance it out. making it cost a few more quanta but making the effect a little better is imo the best way to balance it.
I'm strictly against making this spell target the opponent. The draw lock would be too powerful, and i want to avoid it.
Anyway, it seems that our idea guru Oldtrees foresaw those reactions: (you can click on the quote to see its whole post)
[CUT]
It still generates significant potential card advantage. It is more likely that is it OP than UP right now. However its potency is hard to measure without playtesting. I suspect we would see the same reaction to Time Anomaly as we did with the first version of Fractal. That is to say a significant fraction of the metagame would be dominated by the card advantage derived from Time Anomaly + unrestrained draw engines. Lots of Time duos would be used. After awhile things would settle giving accurate data about how much it would need to be nerfed. At that point it would still be a great card advantage enabler. It would help stalls that included it as well as undead decks.
I think i will leave the card as it is, until someone depicts a scenario where this card is OP.
In that case i will try to balance it.