I thought earthquake was a bit too powerful and apparently my thoughts are reflected in the recent poll on "which card is most OP" as it has gained more votes than any other card. I think that if the earth shakes so much that it destroys pillars/towers, this should have some at least some impact on creatures in play. There are really at least 2 "logical" choices for what kind of impact all that ground-shaking could have:
1)
Earthquake/quicksand unburrows all burrowed creatures. They cannot reburrow till the next turn. -This would make burrowed creatures vulnerable for at least one turn, probably relegating earthquake to early game before many creatures have been played.
-One problem with this addition is what to do with graboids since they only unburrow once they evolve. What do you do with an unburrowed graboid? I suppose it'd be just like any other 2/3 creature. This would make a player think twice before playing quicksand while he/she has a graboid in play.
2)
Burrowed creatures receive damage equal to the number of towers/pillars destroyed. Unburrowed creatures do not sustain damage.
-I favor this option as it has a cost/benefit calculation to the card, i.e., is it worth knocking my opponent's quanta supply down at the cost of my creatures?
I'd love to hear your thoughts.
P.S. I think either of these alterations to the card would be interesting. As I don't have statistics on the number of decks using both earthquake and burrowing creatures, I don't know how many decks this would actually affect. I haven't run into a lot of
decks other than the shrieker rush deck and those don't typically include any form of permanent control. Any rainbow deck with earthquake would similarly not be affected as they rarely (if ever) include shriekers/antlions/graboids/devourers.