I propose a drastic redesign:
1. make SoP a perm which can be destroyed at any time manually by clicking it.
2. As long as you have a SoP in play no on creatures your side will attack.
3. Make the creature bonuses PER TURN, per shard. Each turn all creatures in play gain 1/0, water 2/2, water in flood 4/4.
4. Make the shard stack able.
5. Add a per creature and shard maintenance cost
Basically a mass growth + infinite self sundial until clicked.
So therefore if I play 2 SOP and have 5 water creatures in play after 1 turn they gain 4/4, 2 turns 8/8, 3 turns 12/12 each - but don't attack until I the SOP is destroyed.
A total gain of 60 damage for so little to quanta (10 water for sillas, 2 for SOPs, 3 turn wait) is clearly way OP however so I propose there should be a maintenance cost per creature
Perhaps 1 water/2 random quanta per SoP, per creature which gains a bonus, SoP is destroyed if maintenance cannot be met.
With this maintenance per creature, in the previous 5 creature example, I would pay 10 water per turn/20 random mana - a total of 30 mana after 3 turns or 60 random mana. This is fitting in with the current cost of growth (1 water.earth for 2 attack and hp), making SoP a mass growth card.
With a full field of creatures I would need 23 water or 46 random quanta per turn, but for a damage gain of 46/turn assuming they are water creatures.
Fill field, drop an SoP, wait 2 turns, drop SoP. OTK! (assuming I have the required quantum saved or generated per turn!)
I think this perfectly fits the patience theme as it would have to be a heavy control (read squid) deck to survive long enough to truely benefit. It makes it the ultimate counter of SoSac (delay as long as needed) and allows it to be more useful at the start of the match (fewer creatures, less maintenance)
Thoughts?