I suppose I should give some thought to what would make this card more appealing. Making it two Quarries might make it worth playing, but as a Common, it would clog the hand, and things could get out of hand. Giving it the Unliving keyword would actually make it harder to end up at 70 tokens to use it, but it would end up in decks just to be on hand with the keyword, though I don't like that option either.
The thing I would suggest is to not have it set the tokens to 0. It should put them below 70 so you can't play two of it in a row, but it should leave you with enough (65?) that you can realistically use the keyword effect with the next play of an Unliving card (or otherwise be above 70 again). Were it like this, I'd drop Haste from my deck to try it out and see how things go.
Another option to make it more appealing would be to drop the Quarry gain altogether have it instead multiply bricks production x3 and still reset the counter, or perhaps just reward a set number of bricks. Then it would be like playing an Uncommon Unliving but without the high cost they generally have. (Really, Quarries just aren't as useful as loads of bricks between Unliving plays.) The cost might then need adjustment, of course.