This card is balanced with a large number of shards. But all the decks with it have large numbers of shards. Why? Because SoI is nearly unsplashable!Honestly, who would play 5 quanta to get a 1|4 creature with burrow?Here's my suggestion:Golem base stats have +1|+1 more. For each status that a golem has gained from shards (Momentum, Immortality, Adrenaline, etc.), it loses -1|-1. The golem cost (as in the card that now costs 8 ) should be 2*(Number of shards in shard golem) .And a lot of smaller suggestions:Spoiler for Hidden: 2 SoW should give the spell damage skill.4 SoW should give the skill : lobotomize5 SoW should give the skill : immortality6 SoW should give the skill : immortality2 SoV should give the skill : lycanthropy1 SoSa should give the passive undead.2 SoSa should give the passive mummy.3 or more SoSa should give the passive poisonous.2 SoSa should give the skill : poison4 SoI should give the skill : earthquakeThe Fiery skill should be reworked to be based on for the shard golem.2 or 3 SoF should give the skill acceleration.4 SoF should give the skill overdrive.3 or 4 SoG should give the skill that Druidic Staff has.3 or 4 SoD should give the skill : divineshield4 SoR should give the skill : reverse time2 or 3 SoR should give the passive swarm.4 or more SoR should give the passive obsession.4 SoP should give the skill : freeze.5 SoP should give the skill : congeal.Comments?