2) Immolation uses 2 cards to generate a finite amount of quanta. The quantity cannot be below the value of 2 cards.
(Nova + Fire Pillar | Fire Tower vs Photon + Immolation | Cremation)
let's see. immolation on a free card gets the same quanta that 1 nova + 1 burning pillar generates
over 5 turns. only the player gets it instantly. i've won matches with immolation rush decks in 5 turns (thanks to the turn 1 golem).
this is why they can't really be compared like that. again, it's the timing i'm after. losing a creature is a drawback of immolation, but i'm not sure it's big enough. either a quanta amount hit to have a drawback vs 1 nova + 1 pillar, or a timing hit. after this discussion, and mainly the argument that
1) Immolation decks only get 6x a finite amount of quanta. An aggro win condition needs to be playable within that limit.
it's fairly obvious why an amount hit is out of the question. this made me think new thoughts ^^ check it out (now this is mostly for fun, i wanna share the thoughts that came into my brain, which is the main idea with a forum after all):
some of the ways to keep the quanta generation balanced, while not allowing the rush. although, it's extremely hard to picture the impacts a card change like this would have on the game. feels like i'm just rambling now.. but it's fun! hope someone will comment on the weird ideas haha :)