i don't understand the example nor the suggestion.
from the discord example all i see is a doubled effect, instead of scrambling once it will scramble two times so in theory if you have only 20 time quantum you can end with only 20 earth quantum. I dont see how it can reduce the 'bad luck rng factor'. Suppose you play only with one element, you are still screwed this way and it will only advantage the rainbow decks by more evenly distribute the quantums.
how do you apply this to mutation for example? Mutate the creature once them mutate it another time but which mutation do you keep? how do you combine this? if you dont combine them it still like a single mutation.
same goes for FG matchups, you choose one FG then another and then ...? You pick the first or the second ? it still the same
This would subsequently change the game so that it would become less dependent on luck and more dependent on skill, as it should be.
A card that involve luck is part of the strategy in how to use/deal with it. If you want a game solely based on skill then remove all the luck cards (lots of shields, lots of entropy cards, ...)
And i find it more important to resolve the mulligan first then to address the rng use. Using a proper mulligan like magic the gathering is the way to diminish the luck factor and improve the skill factor, but that's something the creator is opposed to and as such i dont see how your suggestion to diminish the luck can be approved.
Allow me to rephrase the example:
We start with a tray that has 12 slots, each slot represents one element in your opponent's quanta pool.
For the sake of the example, I'm going to make up some numbers here:
We have:
18
4
25
So 3 of our 12 slots are now containing quanta. The rest are empty.
(skipping to the end of a given turn in which discord successfully attacks the opponent)
We now must randomly take 10 quanta and randomly distribute them across all 12 slots (elements) in the opponent's quanta pool.
So we dump everything in the tray inside a large bowl.
We take 20 pieces at random from that bowl, and place them into a smaller container.
We take 10 of those 20 pieces, at random, from the container.
The remaining pieces are returned to the large bowl unaffected. And sorted back to their respective slots (elements) in the quanta pool.
Those 10 pieces (not returned to the bowl) will represent the quanta our discord will scramble.
Now we simply perform the inverse of the steps above to place the 10 quanta into random slots.
What was done here is simply perform a 2-part, 2-step randomization. Currently, (as of v1.27) the game only performs a 2-part, single-step randomization.