Compare Supernova to Quantum Pillar. Supernova, although it requires
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
quanta, is a card that generates essentially 22 quanta. That's six turns of a Quantum Tower. Given that the average Quantum Tower in your average speedbow (also counting the ones that aren't drawn) will be on the field for considerably less than six turns, and given that the quanta isn't random, Supernova is by far the best quanta source available assuming access to reliable
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
quanta.... especially
for speedbows, where Quantum Towers won't stay on the field long enough to generate much.
The suggestion to make it cost three
![Entropy :entropy](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/entropy18x18.png)
will still just make it give a net gain of 21 quanta instead of 22, which really isn't too important. More important is that it has to be chained once a turn instead of multiple copies in a single turn, that it takes one more turn to play, and that PSNbows are now officially dead. However, although all these things work to be a good counterbalance to Supernova's OPness, I don't think they address the central issue- that it generates so much more quanta than a Quantum Tower will in most decks. The problem is that decreasing the amount of quanta generated to, for example, sixteen random quanta will be such a huge nerf as to drastically shift the game.
It can be alleviated by regulating your damage output to around 10-11 HP/turn. However, this is difficult to do in a rush unless you're playing with stuff that burrows (which in most decks means Graboid/Shrieker) or you keep only one or two creatures on the field. If your opponent's running a mono-
rush that's dealing 20 damage a turn, you can't afford to hold your own damage on a rein. Even if you hold back your damage to 11 per turn, there's no reason for your opponent to play any SoSac in their hand.
There is one point i would like to bring up with Shard of sacrifice. Even with 11 damage on the field, you still benefit from using it, albeit not near as much, but it still decreases the damage you take to half if they are even at 11 damage.
11 damage without SoSac upped: Deals 22 damage in 2 turns
11 damage with SoSac upped: Deals 40 damage, heals 22 in 2 turns, 18 damage total
4 HP net gain
Nobody's going to essentially waste a card as powerful as SoSac can potentially be to block four damage. That's why I say there's no reason for the opponent to play any SoSac in their hand; better to keep them in the hand as a potential threat against the opponent.