OK, I'm gonna say it. Quake is broken...
In far too many games I've played when I have managed to gain board control via good strategy and play, wiping out the opposition, suddenly a couple of quake cards come along and you're toast.
My problem with it is 2 things, I think.
1) It's a 'no skill' card. Basically, you can wait for 10-12 rounds and pretty much ignore what you're opponent is doing. Then play a quake (or 2, or 3...) and then drop all your mobs when they have nothing left. Couple that with the 'no brain' God Hand and it's win city. (I should know, I have a deck that does just this and I've lost 2 games in about 40 with it...)
2) Order has nothing like it. Energy has Thunder surge, but Order has no way of achieving a big board clear with just one card. You can set up a massive army and speed a general, sure, but that takes planning and skill (see point 1). Thunder surge at least has a limit on adjacent squares, and Decimation only does 1 damage to units in 1 row. Quake clears the board.
The 'downside' of the fact Quake hits friendly units too is never really an issue, as most of the time it's only played when you have no friendly units. It's a complete wipe most of the time for the opposition and from what I can see, there's very little you can do about it.
They either need to look at Quake's power (maybe only 1 damage to everything on the board), improve Decimation (2 damage to all units on adjacent lines, 1 idol damage) or give Order some sort of equivalent to Thunder Surge and Quake.
There seems to be a real problem in the game at the moment that Growth is far too strong for far too little effort and skill. Anyone can get a growth deck list and play it to pretty high ranking with not a huge amount of skill. That's just wrong in my opinion.
Willow Ravenwolf, Fyanna; GW2 (Yak's Bend) [Willow Ravenstar; Guild Wars and Star Trek Online]