First comments upon the shards:
Shard of Readiness will enable Time rush decks and amazingly common 4 turn wins against the AI. In my opinion this is bad, as it renders CC much more important: any deck without fast, reliable CC is going to be stomped hard by this rush. Denial doesn't really cut it either, due to SoR costing other quanta and the possibility to use novas.
Shard of Sacrifice is still outright broken, and the attempt to fix this with Shard of Patience is trying to patch a broken door with a new handle. Firstly, it isn't a true direct counter, it's a rather soft one. Secondly even if it WAS a direct counter it would run into the infamous rock-paper-scissor situation: either bring SoS, or SoP or any other deck. SoS beats every other deck which doesn't use SoP, and every deck beats a deck that uses SoP. Shard of Sacrifice needs a complete overhaul before entering the game unless it is meant to be banned from every single PvP event ever, including probably leagues.
Shard of Void seems a great shard at first (it reduces the power of Firestall, for one) until you realize the following:
- SoV is a permanent, thus subject to the heavy PC of Firestall (Deflagration is still a problem).
- SoV is a definite anti-stall, providing not only an alternate damage source but also reducing the power of healing. The metagame will be shifted towards rushes EVEN MORE (and I thought SoR was bad already for this).
- SoV costs other. Yes, of course, it's a shard. But my point is: you are essentially giving a better version of Poison to every element. REALLY? Poison stalls are strong (see Bonebolt, see Pandebonium, see PoisonDial...) but normally they require death. This enables a new version of poison stalls which works for EVERY ELEMENT. Sure, dark mark helps. Whatever, nobody will ever care, SoV is strong in any deck.
Shard of Patience is useless. First, see the above comments on SoS for the attempt at a direct counter (it IS an issue). Second, let's take a look at this card: what does it help?
You're holding back your creatures for one turn. Since the only reason you have to do that would be to activate the second effect of the card OR to prevent their death OR to prevent SoS healing. The SoS healing is factored above, now let's take a look at the rest. The effect sucks, as practically any Water attacker is better than a +1/+1 buff to every water creature. I mean, take a look at the Tsunami deck: nobody will ever play SoP there! An Abyss Crawler is as strong as a +1/+1 to SIX creatures, except in VERY marginal cases. The holding back is incredibly situational and useless in about every instance except VERY specific ones since you DON'T DO DAMAGE to the opponent that way. If you build the deck around creatures not doing damage with them is useless but so is the rest of the card! If you build a deck with attacking creatures you WANT them to attack! That's why Sundial stops the opponent's creatures.
All in all, SoP is a fail counter to SoS (which is in itself a pretty bad idea) AND a wasted card slot in every other instance.
Shard of Serendipity... I'm torn. It'll need some testing. There's one thing I know for sure though: if it WORKS, then it's essentially a "pay 3 random quanta, draw 3 cards" which is the ultimate rainbow rush card advantage ever. If it DOESN'T work, then you have an useless card sitting in the back of the metagame.